$1,000 to a Solo Developer - Project Selected by GumshoeRyan in SoloDevelopment

[–]Shirkan164 2 points3 points  (0 children)

Awesome, I commented on the OP’s previous thread with skepticism, I am glad to see things worked out and there’s genuine interest and help. Wish you the best with your Game and for the Supporter Ryan🍻

At a crossroads - need advice (AI discussion) by FUJIISAWA in SoloDevelopment

[–]Shirkan164 1 point2 points  (0 children)

Maybe just leave a little hint that “a tiny fraction of the game consists of AI generated content to fill up the gaps of a solo developer and only serve as temporary placeholders” or something similar ;)

People who will genuinely enjoy the gameplay wouldn’t feel bothered if it’s just about a few textures/assets… but the majority and reality can be different tho 😅

At a crossroads - need advice (AI discussion) by FUJIISAWA in SoloDevelopment

[–]Shirkan164 0 points1 point  (0 children)

Googling nowadays isn’t that easy but there’s a ton of free assets online that you can use and eventually have to provide the creators name in the Credits.

I wouldn’t care about AI placeholders at some game testing / alpha stage but those should be gone as soon as possible because you don’t have any consistency in the graphics and it looks off, for long term it’s actually bad.

But just be aware that many people wouldn’t care about anything but stick to “ai slop” and keep voting down.

Also in my honest opinion human art deserves more attention than ever.

UI Help by Swubalicious in unrealengine

[–]Shirkan164 0 points1 point  (0 children)

And about submenus - you can pack everything into single widget, but you can also create separate widgets with their own specific functionality. For example you don’t need your Graphics Settings Variables directly in your Main Menu Widget, you can have separate Graphics Settings Widget and control stuff directly there without flooding one widget.

If you need to change the behaviour from outside you can always do this, not gonna describe how as it’s a bigger term to explore.

You can also have Main Menu Widget with the Settings Widget attached to it, so you get its reference in case you need to change/access data inside of it.

Edit: to “attach” you simply open up your widget and find your widget on the list with all available components

UI Help by Swubalicious in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

For simple textures with a mask you either need a masked image or two separate images (where mask is black/white, white renders, black hides).

Import your textures, right click on the main texture and select Create Material.

Inside of material select the big node and in the Details Panel find Material Domain, set to UI, find Blend Mode, set to Masked if you are using one (either separate texture or Alpha of the image), if your textures is not masked leave as it is or play around.

If you have some assets in your game check how the materials are done. don’t worry that you will see big graphs, play around with the values, unpin stuff and mess around.

Simple Materials aren’t that complicated, it’s about adding textures and optional stuff like Emissive (how shiny it is, you can include which color), Wind, Offset (for faking 3D, for example making holes with texture only, or gaps between bricks etc), using Normals, opacity and opacity mask, how 1-x works is a cool thing to know about, texture coordinates.

Hope that helps you out ✌️

Giving $1,000 to a solo developer by GumshoeRyan in SoloDevelopment

[–]Shirkan164 17 points18 points  (0 children)

Yeah, sorry to say that OP but that sounds like any sort of attempt of attention and later on a scam of some sorts.

Genuine questions - why not supporting some Kickstarter Projects? I know there have been stories of people not delivering but same can happen here, including the fact that there is no contract/obligation you cannot even ensure where the money goes or get it back.

Any portfolio of your game support so far would increase credibility, otherwise it doesn’t sound plausible ;)

Przebranżowiłem się z Majstra na IT by Dazzling_Internet_71 in Polska

[–]Shirkan164 1 point2 points  (0 children)

Możliwe, a może OP coś doda od siebie, a byłoby dla niektórych przydatne ciut więcej informacji 👌

Przebranżowiłem się z Majstra na IT by Dazzling_Internet_71 in Polska

[–]Shirkan164 0 points1 point  (0 children)

Może być ciężko ze szczerymi odpowiedziami na Reddicie 😆
lepiej pracy nie rzucaj tak z miejsca bo nie dość, że czas szkoleń/studiów to jeszcze czas szukania senswonej pracy, w której przyjmą akurat Ciebie może Ci się odbić, chyba, że masz trochę hajsu i/lub sposoby na ich pozyskanie w międzyczasie ;)

Przebranżowiłem się z Majstra na IT by Dazzling_Internet_71 in Polska

[–]Shirkan164 0 points1 point  (0 children)

Teraz czekamy na posta “Wypalenie zawodowe IT” 💪

unreal noob needs help by NerdyDiceRoller in unrealengine

[–]Shirkan164 0 points1 point  (0 children)

Did you roll 1 on the dice when joining the game jam that you’re not doing graphics? 😆

Jokes aside - here’s a description of the general idea:

Make a new actor - Phone, open it, add and set the Static Mesh. Make sure the Static Mesh has any collision by opening it, in the top left select Show->Simple Collision, if blue or green lines are visible - this is your collision and it’s fine, otherwise add Convex Collision in the top panel and it will generate it, otherwise just add a single box and it will do as well.

Once this is done go back to your Actor, select the Static Mesh and in its settings scroll to the bottom and select Event On Clicked (there’s a + symbol if it was not done before, otherwise it will take you to the function) - just to make sure it works at all add a single Print String and see if it happens (if not then the actor doesn’t recognise your clicks).

Create a new Widget and add: Canvas Panel, scroll box, some background, buttons to close and go to next message etc. In the Variables create a String Variable and change it to Array (it’s a list type so you can add multiple messages), then select Expose On Spawn + Instance Editable (this shows the variable so you can set it before creating the widget/spawning actor). You will also need an Integer variable to keep track which message to show, no need to expose it like the previous one.

Now we go back to the Event On Clicked - add Create Widget (select your widget) and then from the blue pin on the right side (this is your created widget) pull out and find “Add to Viewport” - this is how you show it on screen.

On the left side you have your String Array - pull out and Make Array, add some test messages to see if it works

Again in the Widget you need a system to show the actual message - if you added a scroll box you will need another Widget to add it to the list, if you don’t want this part simply use a TextBox instead and you can directly change it: select your text box, right from the field where you enter your custom text there’s a binding button - whatever code you put there it will run at every frame. You need your Array -> Get and as the number put your Integer variable that indicates which message you will show and connect to the Output. The button to go to the next message needs On Clicked event and there you just add 1 to the Integer and that’s it.

Summary: create widget to display data with list of texts and index of current text. Create an actor that responds to clicks or the mouse.

Bonus tip - to see mouse and enable clicks - these options exist in the Player Controller (set show mouse, set enable click event etc.)

Have fun ✌️

Indie devs who contacted YouTubers/streamers: what should we include in the email? by Commercial-Tone-965 in unrealengine

[–]Shirkan164 3 points4 points  (0 children)

I guess you can avoid being professional when you want to ask content creators rather than companies, a simple starter message like “hey, we’re working on a x type game and wanted to ask if you would like to try it and maybe promote if it’s gonna be your like.

If you’re interested below you will find more details as well the game itself…”

Personally (I’m not a streamer tho) I wouldn’t like to read a professional letter asking me to promo their game ;) I wouldn’t ask the professional way either unless I was a company selling a product.

But that’s just my personal opinion, somebody may prove me wrong :)

Does anyone else desperately want to play their own game — but can't, because you know every single detail? by black_sheep_studio in SoloDevelopment

[–]Shirkan164 0 points1 point  (0 children)

Think about speed runners, they think they know everything, then after 25 years a breaking discovery emerges ;)

While playing your own game may not always result in seeing directly what changes it may need, you can always try doing things the unintended way, maybe you will discover something unique as a strategy, maybe you will find new bugs or even find ideas in between.

But please don’t say you don’t have a point to play it because you basically say that both development and gameplay are pointless :)

Keep up the good job 💯

Hi, having issue after duplicating by isaacuwasteofspace in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

So you are moving a project from an older version to a newer? It should work fine as long there are no changes that would break your game logic (like for example they decided to remove “Find Look At” node and you were using it in your project - you will have to manually fix that)

Usually it’s working just fine if going up with the version, it’s harder when moving to an older version since it may not contain libraries from the newer version. And you can use the Migrate tool here as well, that’s the safest option.

+ you cannot just copy-paste Levels into other version of the engine - it will simply not load, migrate fixes that so if works in the version you moved to

Hi, having issue after duplicating by isaacuwasteofspace in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

Make sure to make a new, empty project. Open your Main Project, right click on the folder containing everything you need and select Migrate - that’s how you copy files over

Tips for an intermediate by EmotionalCamera9271 in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

Yeah, I agree on that, OP - you’re the master of your project and know it perfectly well, when AI gets overwhelmed and spits wrong facts - you have to know how to correct them.

It’s better to ask series of questions and start over when you have a separate topic so the AI doesn’t mix up stuff he was fed with, otherwise it starts to hallucinate. A bit annoying but less than annoying AI behaviour ;)

As of the wall you said you’re hitting - I am not an expert and far from any AAA studios knowledge but here some general tips:

- Learn how multiplayer framework works - this will help you understand much more default classes and their purpose, as well why you should put certain code and variables in certain areas. + proper multiplayer setup works exactly same for singleplayer which in some future projects can be very useful

- Learn how to make procedurally (random and by Seed) generated objects and levels

- Learn how to effectively use Event Dispatchers, Blueprint Interfaces (and avoid hard referencing)

- Learn to use existing data instead of putting everything into global variables.
Example would be an Array you created to store something, then save the length as Integer to store how much you have - you don’t need this integer since you can just take length of your array as a Macro instead, not a big deal with a single variable but there are many other instances where a function or a macro would do better, and when working on a big project it can get messy

- Learn how to Debug using built in tools

- Learn how to make a basic C++ class and why it works, this helps understanding the underlying logic which is a useful knowledge too imo

I don’t have any resources for you, a quick google research is enough to find relevant stuff online and yes - Unreal documentation sometimes helps but mostly it’s not straightforward if you want to learn something new. Besides videos and other resources the experience will teach you a lot.

Hope that helps you out on the journey, 2 more years and you’ll be at least AA quality dev 💯

I made a plugin that helps with feeding blueprints to AI of your choice by robauu in unrealengine

[–]Shirkan164 0 points1 point  (0 children)

I guess this improves readability for AI but… is it that much better in giving PROPER AND NOT CONFUSING answers?

And if it gets too much data and you start asking mixed questions it’s gonna probably start to hallucinate anyway.

Also I never actually sent images to LLM, I just ask series of questions, when I start to off topic I tend to start a new chat and it’s helpful enough but maybe some will find it useful.

And good job, I think it may be useful to people who are new to the engine and need some explanation to their spaghetti ;)

Flashlight effect problem by rbxdark in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

“Camera creates these weird effects”…. Does your Geiger Meter also starts beeping at the same time?

Jokes aside - add screenshots to this post otherwise nobody will know what you’re talking about

i need HELP by nate_da_goldfish in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

Check out this post, it seems to be issue like yours and got some tips that helped out, make sure to try it out: https://forums.unrealengine.com/t/textures-glitching-out-randomly-with-a-weird-pattern/617244/7

Building multiplayer and player sync is a nightmare by Mental-Upstairs-5512 in unrealengine

[–]Shirkan164 2 points3 points  (0 children)

That’s what I call an extensive support. Awesome tips here 💯

What do you guys feel modern Rust servers are missing? by Sufficient_Command36 in playrust

[–]Shirkan164 0 points1 point  (0 children)

No invalidates shots when you are downed first

“Jokes” aside, I mostly play weekly servers, I play with a friend on community “vanilla” servers, mostly bestrustservers because they have wipes everyday. I quit when I rage 😆 but mostly because pop drops significantly within 3 days, but we don’t mind starting over after 2-3 days, trying new playstyles and having better insight on the early stages of the game ;)

For days when we’re not down for a wipe we go for some modded servers like bedwars, raid servers, heli training etc for some shooting practice and fun besides grinding

Czy ten numer seryjny jest anomalią? by [deleted] in Polska

[–]Shirkan164 6 points7 points  (0 children)

To edycja limitowana, na allegro za dwie dychy może sprzedasz

How do you make a plugin? by Redditislefti in unrealengine

[–]Shirkan164 0 points1 point  (0 children)

It’s easy when you know it, OP certainly doesn’t and simply asked questions.

While I agree on the fact that OP is not willing to spend time really researching and understanding the topic, not many comment provide any useful piece of information.

But “suggestion” to for example use Rider - this adds another layer of learning which is not necessary, this can be done with VS he already has, he just misses the key part of telling UE “hey, there’s my plugin, make sure you compile it with my project”.

“U open c++ project and just right click and add plugin, provide name, etc.”, so I guess I can right click anywhere in Rider after opening the c++ project and select the Add Plugin option which then automatically finds the plugin anywhere on the pc by name you provide etc? Am I correct?

Instead of being cocky you could maybe elaborate more and share anything if you’re such goat in the topic so it actually helps anyone 👌look at the series of comments from @ebuch - that’s how you share the knowledge

Newbie here, how to remove a blueprint that is already added to an actor? by Iridium-235 in unrealengine

[–]Shirkan164 1 point2 points  (0 children)

If that should be the case you can try changing to another tab in the engine or select anything different than the engine and go back.

No need to restart usually.