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Training Stream - Alan Willard Power Hour - Dec 13th - Live From Epic HQ

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    #16
    These raycasts make me think of a climbing system.Will we ever have an official tutorial for that?

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      #17
      [Question] How to manage materials/physical materials with raycast?
      Last edited by ZioYuri78; 12-13-2016, 12:12 PM.
      Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

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        #18
        Originally posted by VictorBurgos View Post
        Very interesting!

        Hopefully you'll go over expense of each trace (maybe even show us with profilers), and then go over best practices of use, and if there should be a hard limit to their use and if so, what other options are there available to us!
        I second this. Knowing what trace to use and tracking down it's cost in the profiler is super useful.


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          #19
          Hey y'all, sorry about the change in topic. Ian got terribly ill and luckily Alan was available to take over the stream.
          Twitch /unrealalexander| Twitter @UnrealAlexander
          How to report a bug? | Installation & Setup issues?
          Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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            #20
            Originally posted by Alexander Paschall View Post
            Hey y'all, sorry about the change in topic. Ian got terribly ill and luckily Alan was available to take over the stream.
            Sorry to hear about Ian, Alan is just as fun though Thanks for not cancelling!
            W3 Studios

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              #21
              Best wishes to Ian
              Join the Unreal Engine community on Reddit! | Twitter: @ZioYuri78

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                #22
                Best Wishes & Get Well to Ian

                Pls send our regards

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                  #23
                  That 100 proof Jamaican rum at Christmas is....
                  Real dangerous… Just kidding get well soon!

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                    #24
                    Game development will go a lot faster if it was made to be like modding. I would like to be able to have a generic FPS game i can mod into a Specific FPS game or make a Chimera of an FPS/Racing Game. Most of the time, i just want to take the last game i played, Modify some of the assets, change the gameplay/Fight mechanics and voila the game i wanted to make/play. A simple example is "A simple generic street fighter-esc game" for Devs/students to modify the attacks, change the character models, change the scene and call the game from mortal kombat to killer instinct(see what i mean there). Or Modding "Dark Souls" into " Pokemon Battle Royal. Another example is the Starcraft Arcade, so many games iterated, and the capital lost from not being able to monetize on these games by the devs. Why doesn't Unreal engine have that same "ease"?. I hope i wasn't too repetitive in making my point.

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                      #25
                      Originally posted by Alexander Paschall View Post
                      Hey y'all, sorry about the change in topic. Ian got terribly ill and luckily Alan was available to take over the stream.
                      Get that man some soup, zinc, and MSM, get well Ian

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                        #26
                        Get better Ian, [MENTION=20106]AlanNoon[/MENTION] would you mind going over line trace 3d decals?
                        Advanced 3d Footprints | Videos | Open Source Mine Sweeper

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                          #27
                          Originally posted by Volkien View Post
                          Game development will go a lot faster if it was made to be like modding. I would like to be able to have a generic FPS game i can mod into a Specific FPS game or make a Chimera of an FPS/Racing Game. Most of the time, i just want to take the last game i played, Modify some of the assets, change the gameplay/Fight mechanics and voila the game i wanted to make/play. A simple example is "A simple generic street fighter-esc game" for Devs/students to modify the attacks, change the character models, change the scene and call the game from mortal kombat to killer instinct(see what i mean there). Or Modding "Dark Souls" into " Pokemon Battle Royal. Another example is the Starcraft Arcade, so many games iterated, and the capital lost from not being able to monetize on these games by the devs. Why doesn't Unreal engine have that same "ease"?. I hope i wasn't too repetitive in making my point.
                          1] Pretty offtopic questions in a topic about a upcoming live stream on traces??
                          2] General consensus (thankfully) is that you should not 'give' people completely built games, ~35% will just change a few assets and release it as their own (even you admit u wanna do this) and thats just wrong
                          3] If you really dont wanna learn how to actually use UE4 to make a game yourself (boo!) and just want some 'skeleton' projects, look around the marketplace for game projects, plenty to pick from.

                          The thing is that taking an existing game and changing some assets is lazy and bad, last thing we need is more clone games, there's hardly any original games left these days, imho mostly because of how big 'indie' development has become, and how there is a **** ton of people calling themselves 'indie developer' just to try make a quick buck.
                          I remember when indie devs where actual indie devs, people making a game because they have a cool idea, rather then what it means now-a-days, small companies using funding to make a quick cashgrab game because 'its hip'

                          -----------------------

                          Ontopic:

                          @Ian;
                          Get well!

                          @ Hosts;
                          [Question | C++] Can linetraces implement events? (read; 'delegates') Similar to OnBeginOverlap and OnEndOverlap for Overlaps, OnLineTraceBeginHit and OnLineTraceEndHit or something?
                          Last edited by suicidal.banana; 12-13-2016, 08:40 AM. Reason: stupid auto mention cant handle @Hosts

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                            #28
                            Get better Ian!

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                              #29
                              Originally posted by suicidal.banana View Post
                              1]
                              @ Hosts;
                              [Question | C++] Can linetraces implement events? (read; 'delegates') Similar to OnBeginOverlap and OnEndOverlap for Overlaps, OnLineTraceBeginHit and OnLineTraceEndHit or something?
                              Someone who has more knowledge than me correct me if I'm wrong, but no. Traces can't implement events and why would they?
                              If you have a blocking hit your trace stops as soon as it hits and you can query the HitResult for the information you need. On Ignore nothing happens, as is intended.
                              The more complicated case is Overlap. In the case of a single trace overlap results are treated as a Ignore, in multi traces however you get an array of hits with the last one being the first blocking hit. You then can query the array for the stuff you need. The Overlap hit results are then treated like a blocking hit, only that the trace doesn't stop.
                              So there's your reason why we don't need events for traces.


                              @Topic: Get well soon Ian.

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