Although if publishing to Steam you could get VAC support ouldnt you?
Also to the OP, why not look through thread and make a poll of what people are commenting and get us all to vote on what we want the most, so you aren’t swamped under with requests
I’m still a beginner really but I would really love a text tutorial on making a working AI. Something like a standard mmo mob to start with then a soldier type from a stealth game who reacts to sounds. I guess I dont know what I am doing but the behavior tree feels very unreliable to me. The video tutorials I have been trying on youtube all reach a point where the guy does something off camera or imports a premade bot and you are completely lost.
One thing I would like to see is how to set up a vehicle with more than 4 wheels.
Everyone says to go edit some script or something, but I have no idea as to what I should do?
I can even provide you with a basic model with 6 wheels.
Also how to set up a tank with tracks and wheels that moves when they go over bumps. I can also provide a model for .
Thanks.
That’s not the direction things are intended to flow. UI Elements get input from their focus hierarchy, key events bubble up the hierarchy, so unless buttons were your root widget of your focus path (which they would never be), it would be very unlikely they’d ever handle the key event. When games have keybindings for hot bar items, or any other button, what they’re generally doing is handling the event elsewhere for the keypress, and the UI button is merely triggering the same effective code when pressed. If they were spell items, they’d simply tell the player FireSpell(X). Additionally the hot bar items would be listening to some central authority to know when the ability is triggered for the cases when it’s triggered via a keypress and they need to represent a cool down, or play some other effect. When spells are fired, either by key press, or by button click, the central authority announces to all listeners, spell has been fired.
so there will never be a way to make something like:
a player drops some music files into a a folder in the game directory then a file can be chosen for playback ingame?
a good example would be for instance saints row 4; where when you open the weapon\power select menu, you can choose wich radio is playing.
so, like that, just wrapped differently, get it? i’m sure it can be done since its being done in many many many other games? i’m sure i can find some UE3 games that also do something like .
just, a box… callable by a buttonpress, something that looks as simpel as the oldschool winamp main window.
and i’m fairly new to UE in general.
EDIT:
the main part is getting something the player can choose files from, if it comes to that we can’t let the player choose by putting files into a folder, at least let them choose from files i put in the game?
You can absolutely make that. I’m speaking strictly about binding a key to a button that doesn’t have focus. That’s not the intended workflow. Both the UI Button (when clicked) and and the Key (when pressed) should call the same code, rather than having the Key calling Button calling Command.
A tutorial on working with ADO in the DatabaseSupport module. If you do a search on the forums of “use database” it just might break the forums… lol I’m actually about to start trying to play with it myself momentarily after fighting with the various mysql connectors for way too long.
So yeah, remote database might make a pretty hot tutorial.
I’d like to see a high level general overview of all areas,
Someone firing up a few programs, PS Autodesk, substance, UE4, Blender, World Machine, zbrush, Houdini, Modo etc.
Starting with an initial simple concept, and following it through all programs to actual usage in UE4
Explaining along the way:
What a light map is, Normal map is, how they’re made
Showing what UV’s are and how they are generated,
What settings are best when exporting from a to b
How you get from a model to an asset, unwrapping etc.
Best practices and tips in an general overview of the area of 3D development and how it relates to UE4
I need tutorials about general things, some common like game itself - like save-load, “new game” and “exit” processes, menus, how they must be done and THEN going to details like 3d system in objects and blueprints, how they are realised FROM GENERAL. But you made videos vice versa - from details to general, you describe editing interface in already done games samples but I don’t know what do they mean.