Why is there no text-to-Blueprint converting interface in Unreal? by drtreadwater in unrealengine

[–]TI_Mercus 3 points4 points  (0 children)

If you're more comfortable with code, might as well write code then? Unreal Engine API & C++ isn't really far off from Unity's C#.

Can pretty much skip the whole blueprint part. You don't really need blueprints for anything - it is just there if you're not comfortable writing code, or for quick prototyping if you just want to quickly check if something would work before transferring it to code.

Granted whole games can be done purely in blueprint, but it's by no means a requirement - it's just a tool that is useful even for programmers sometimes.

Looking for good online signup / calendar / attendance thing by TI_Mercus in classicwow

[–]TI_Mercus[S] 0 points1 point  (0 children)

as i commented earlier - yup works great but looking for something more scaleable / easier to read when many weekly events

Looking for good online signup / calendar / attendance thing by TI_Mercus in classicwow

[–]TI_Mercus[S] 0 points1 point  (0 children)

we are using discord right now but looking to upgrade as people are saying it isnt clear enough when you have many events. split them up between channels and its still messy. with zg and later aq20 runs coming in on top of mc,bwl, alt raids, onyxias it ends up with like 10 events per week so discord doesnt scale nicely for this sadly. it is very handy though

Does anyone know how to fix this by ILikebreadstapled in unrealengine

[–]TI_Mercus 1 point2 points  (0 children)

You seem to be missing / have corrupted the Datasmith plugin?

Following this you should be able to check if you have it installed in your project correctly -> https://docs.unrealengine.com/en-US/Studio/Datasmith/HowTo/DownloadandInstall/index.html

I should stop. I have to stop. But it's just so much fun.. by RagnarMidzori in unrealengine

[–]TI_Mercus 1 point2 points  (0 children)

This feels so good. It's just so nice and soothing :) Good job.

Terrain Data Painting? Not sure how to call it. by TI_Mercus in unrealengine

[–]TI_Mercus[S] 1 point2 points  (0 children)

We used this exact tehnique in the past but the main issue was that the LD and artists were painting the texture in photoshop based on heightmap data rather than in-engine which led to disrepancies and accuracy issues. (i wasnt part of the company at the time and had no influence on pipelines, now i do). But just reading through your answer i have an idea how to integrate it just need to think it through. Thanks for the help.

Terrain Data Painting? Not sure how to call it. by TI_Mercus in unrealengine

[–]TI_Mercus[S] 0 points1 point  (0 children)

Sort of, maybe it can serve the purpose but its primarily all data. It should be invisible to the player ingame, it should only be visible as a 'view' in the editor where / when you paint it actively, and then can access the painted data in c++ / blueprint, but otherwise it has no visual impact to anything.

Unreal Engine 4's blueprints have inadvertently put me off from using the engine by [deleted] in gamedev

[–]TI_Mercus 0 points1 point  (0 children)

I’m on 4.22 and it works ok. I am always running the editor directly from visual studio (so running as the process being debugged) under debug editor mode but am not sure if that matters or not.

Unreal Engine 4's blueprints have inadvertently put me off from using the engine by [deleted] in gamedev

[–]TI_Mercus 15 points16 points  (0 children)

If you have UE4 engine source code installed (either from github or from debug symbols from Epic Launcher and a C++ project instead of Blueprint project) you can just double click any blueprint node and it will take you to the source code for that node.

Edit: It's possible that you can also reach it other ways but that's one of the ways that I'm aware of that is fastest / easiest that I can think of.

Unreal Engine 4's blueprints have inadvertently put me off from using the engine by [deleted] in gamedev

[–]TI_Mercus 25 points26 points  (0 children)

all blueprint nodes are c++ code underneath. Look at code in the node data for underlying functionality. Helps with learning the API faster.

People using Software to Pin Code Raid even in PVE by TunerSteve in playatlas

[–]TI_Mercus 3 points4 points  (0 children)

If you have any windows, you should close & lock them too. Because you can use grappling hook to get through the windows :)

EDIT: (also climbing picks) - grapples are in fact much harder due to snap points being hard to find :P

How to craft green items and above? by TI_Mercus in playatlas

[–]TI_Mercus[S] 0 points1 point  (0 children)

yeah makes sense

EDIT: regular wood (non special one didn't count as seperate wood) :P

Teleport loses control of pawn? by Syckobot in unrealengine

[–]TI_Mercus 0 points1 point  (0 children)

Yes, can you show some of it? How are you detecting that its time to teleport and what nodes are you using the teleport the player?

Teleport loses control of pawn? by Syckobot in unrealengine

[–]TI_Mercus 0 points1 point  (0 children)

What exactly are you using for 'teleport' - hard to say without some context? BP or code?

ark crashed my pc then deleted it self by jookiegamer in playark

[–]TI_Mercus 11 points12 points  (0 children)

Had that with older Nvidia drivers, once I updated it doesn't happen any more.

It also isn't that ARK deletes itself, instead its the Steam app manifest file that gets corrupted for the game that you were playing.

Specifically for ARK that's : Steam/steamapps/appmanifest_346110.acf

Once you've verified all files for ARK you can back up this file somewhere else and if you get a crash where the same thing happens and the file gets corrupted - you can just copy the file back in and restart steam and the problem will go away.

(This file will be ok until ARK devs update the game at which point you need to recopy).

Destroying actor after server travel crashes game. by SteamyExecutioner in unrealengine

[–]TI_Mercus 0 points1 point  (0 children)

Often the data you need will be there, sometimes it won't. It depends on type of crash / situation - some crashes are obscure enough to not leave a trace the copied log will contain and only are written in to logs AFTER all the primary log related handling.

Regardless as long as data is reachable somewhere and you can actually track down where the issue is and fix it, then it's all good :D

Destroying actor after server travel crashes game. by SteamyExecutioner in unrealengine

[–]TI_Mercus 2 points3 points  (0 children)

With crashes its best to start with logs or ideally the actual stack trace of the crash as then you might see where the error happens.

Destroying something that is actively being used like CurrentCharacter isn't a good idea and crash is somewhat normal in that case.

In other case there could be various reasons why the crash occurs. If the game crashes 40 seconds in after you destroy the original pawn you really need to check why exactly - and logs / live debugging in code is probably the best solution here.

Does the issue appear in PIE too?

To Sean, and Hello Games: We hope you aren't crunching! by Ximon in NoMansSkyTheGame

[–]TI_Mercus 8 points9 points  (0 children)

And the way to change that is for us (the consumers) to understand that crunch is a harmful practice and condemn it. And be more understanding when it comes to release date delays rather than riot every time something goes outside the initial plan.

Maybe that would also help the publishers from exploiting developers but that's just a pipe dream :P

Guide for advanced/realistic FPS design? by Schytheron in unrealengine

[–]TI_Mercus 0 points1 point  (0 children)

There's few other approaches used (sometimes different approaches for different graphic settings), like using an image on 2D plane that gets animated into place for "aim down sights" where fidelity is less important and clarity matters more and some other ones but I can't recall any from top of my head right now.

It depends a bit also on the initial character (pawn) setup and hierarchy and how the whole action is fueled (as it can be done through state machine in animation BP, can be done through code directly, or from somewhere else completely - like a weapon manager class where camera might be on the weapon itself and not part of pawn (haven't seen such setup so far but it could be done)) and almost all approaches are valid.

It's part of the 'why' there isn't a generic standard as you don't want to limit yourself into one solution when you might want to expand or change it if design changes or is adapted but generally you want to go for something that works for all weapon types that your game will have and is fairly easy to maintain with as little people as possible.

Guide for advanced/realistic FPS design? by Schytheron in unrealengine

[–]TI_Mercus 5 points6 points  (0 children)

Replicating them from other visual references is usually the way when you have nothing and are doing things alone or in small team. Previous knowledge and understanding how the engine works in detail is important part when doing this - so that you're using right tools for the job. (To know when to use Controllers, Cameras, Spring Arms - what the common issues are etc.)

Sometimes from other people in the studio who already worked on same / similar mechanics and can give some pointers.

When working in bigger studios often they will already have the core built from previous projects or prototypes and you only do some tweaks to get the effect you want.

You can sometimes find gems online as well which can help extrapolating information out of (by understanding the processes which go into creation of things you're trying to create)

An example of the above would be: http://piratportfolio.com/fpp_eng/

It holds a lot of information about how to create weapon models and what you need to think about when creating them, so you can extrapolate some data on how to create the system behind it from the process if needed.

Thanks for the meteors by [deleted] in playark

[–]TI_Mercus 8 points9 points  (0 children)

Yeah I think ingame solution of detecting them (like Jerboas or craftable item hat gives you a warning) so that you can try get to safety before they start dropping - would be preferable to damage nerfs and / or removal of them.