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[Twitch] Fortnite Developers Discussion - Apr. 17, 2014

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    #31
    Thanks for answering our questions Billy, keep it up! It's awesome to hear how you guys are using Unreal.

    Also, please ignore Evenios. His opinion is not shared by the vast majority of us.
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      #32
      Originally posted by Evenios View Post
      once again BORING seriously why isnt anyone listning to the fact that a livestream of the unreal engine should show actual ENGINE FOOTAGE!
      Because you're opinion is your opinion. The livestream doesn't need to show engine footage. We have the engine in front of us.
      KITATUS
      "Information shouldn't be behind a paywall, It should be free for all!"

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        #33
        Originally posted by Evenios View Post
        once again BORING seriously why isnt anyone listning to the fact that a livestream of the unreal engine should show actual ENGINE FOOTAGE!
        I have a feeling that you're trying to troll.

        Why would they waste the time showing engine footage? We already are customers. They release a new content example every week or so, that you can actually play with and look behind the curtain. Much more worth than a video.
        Join us on IRC! We are on #unrealengine @ freenode.org

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          #34
          Originally posted by Evenios View Post
          once again BORING seriously why isnt anyone listning to the fact that a livestream of the unreal engine should show actual ENGINE FOOTAGE!
          Do you know how much information was inside this one, just like the previous streams? Wait a second, did you even watch more than a minute of this?

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            #35
            Evenios - Didn't we have this conversation in another thread? Myself and a few others gave a pretty detailed response as to what the streams are about, might be worth refreshing yourself chap!

            EDIT: Yeah looks like it was you buddy, see here: https://forums.unrealengine.com/show...6085#post16085



            Also, thanks Epic. This was probably the funniest live stream ever. Matt should definitely voice a Fortnite character though... be it a unicorn or gingecorn
            Last edited by TheJamsh; 04-18-2014, 06:33 PM.

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              #36
              I enjoyed the live stream, you guys are a blast! Thanks for replying to the questions in more depth here Billy, look forward to the rest being answered.

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                #37
                So sad I missed it

                Was actually at home to watch but forgot to tune in... Will it be available at youtube in the near future?

                Edit: Too early for me here in germany... -.- Just saw that you can watch the stream on twitch ^^
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                  #38
                  Originally posted by order66 View Post
                  Will it be available at youtube in the near future?
                  It is already: https://www.youtube.com/watch?v=M5k3hhlaNZI
                  Join us on IRC! We are on #unrealengine @ freenode.org

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                    #39
                    Thanks guys, it was an awesome stream! Way more fun than I was expecting too

                    Originally posted by TheJamsh View Post
                    Matt should definitely voice a Fortnite character though... be it a unicorn or gingecorn
                    +1!
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                      #40
                      Awesome stream guys! I found it Hilariously entertaining! Was playing it side by side while working with UE4

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                        #41
                        Engine Questions
                        Originally posted by joessu View Post
                        Networking: How has your experience been with networking? Using Blueprints? Code?
                        My experience with networking has been really positive. UE4 and Fortnite both have driven optimizations and quality-of-life improvements in the networking space that have been great to work with. In UE3, if you had a struct you were networking and any part of it changed at all, the entire struct had to be replicated. In UE4, only the differences have to come across. UE4 also adds fast TArray replication, better support for multicast RPCs, etc. I think the engine does a really good job of letting gameplay developers setup their code and content in a way that works properly in a networked environment without having to worry about the low, low level of network/socket programming.

                        Specifically re: blueprints, I've been blown away by how the engine team was able to expose networking functionality directly to blueprints in a way that is fast and usable once you know the concepts. I actually just did a 6-part tutorial on doing networking in blueprints that you can check out here: https://forums.unrealengine.com/show...-Videos-Posted As mentioned in the stream, definitely want feedback on these, ways to improve, etc.

                        For Fortnite in particular, because we have so many actors at once that are potentially relevant from a networked standpoint (enemies, players, tons and tons of building pieces), we actually are also using a new network optimization called network dormancy, that effectively lets us manually put various actors to "sleep" and wake them up for updates in our game. That one is definitely more of an advanced feature and something that I would expect the vast majority of games to never need to even worry about, but it is another new thing in the networking space.

                        The documentation and engine team are hard at work at putting together the C++ documentation for all of these networking topics, so they should be coming soon. Once they're out, if there are still questions or concerns re: C++ networking, hopefully we can follow-up and get some specific tutorials in that space too.

                        Originally posted by Bajee View Post
                        Did you have to dig deep into the engine and modify things or are you using mostly a vanilla version?
                        We effectively use a "vanilla" version. The relationship the engine and our game teams have is very symbiotic and one of my favorite parts of working at Epic. Ultimately having a game in active development in the engine is probably the best way to test out the engine and identify which areas are working really well, which need improvement, features that we need, etc. When the engine team adds a new feature or update, they immediately get it battle-tested by a full game team in-house. They can observe how our developers use (or mis-use ) things, areas the workflow isn't as fast as it should be, and so on. Fortnite's development has yielded numerous feature requests/improvements that wouldn't be obviously needed until a game team was using the tools directly.

                        From the game side, we benefit tremendously from being able to work directly with the engine team. They can help us optimize things, figure out the best ways we should be doing things, answer questions, add new engine features that would help our (and others'!) game development, etc. It's very neat to be able to be like, "Hmm, I have a question about how engine feature X works...I'll just go ask the person who wrote it!"

                        On Fortnite, any time we add a new large gameplay feature, we always try to view it through the lens of "is all of this feature specific to our game?" If not, we try to intentionally split stuff out that would be useful for other developers and work to get that put right back into the main engine. Fortnite has been pushing RPG-style mechanics more than past Epic titles, so as our systems develop and mature for that, we've been moving or requesting pieces to the engine (example: the CSV/spreadsheet importing stuff mentioned in the stream). We tend to integrate the main branch and Fortnite branch at least once a week, so anytime any Fortnite developer modifies something in the engine, it comes back to the main branch within a week or two.


                        Originally posted by Kain Shin View Post
                        Do you guys make much use of Archetypes on Fortnite?
                        Does the archetypes system still exist?
                        If so, do they cause problems when properties within Archetypes change for instanced Actors placed in a level?
                        We do not use archetypes and I'm pretty sure that system is gone (I admittedly haven't gone looking for it, so I don't want to say that with 100% confidence right this second). Blueprints have basically entirely replaced that workflow for us in an amazing way. Virtually every spawned actor in Fortnite is a blueprint based off of some native C++ classes we wrote. All of our building pieces, characters, containers, etc. are all blueprints. We basically try to not directly hard-reference content in C++ and instead set all of those properties up in the blueprints. If we need scripting associated with an actor, we can just add it in the blueprint event graph. If we change a property in the blueprint content, it propagates to instances out in the level. Because blueprints are effectively generating classes under the hood, we also benefit tremendously from blueprint inheritance, where we can base one blueprint off of another, just like you could with C++ classes.



                        Originally posted by szyszek View Post
                        Could you also describe whole Worlds mechanism? Why does GetWorld() function not always return game world while play testing in editor?
                        This one is probably better answered by the engine team, but the basic gist behind it is better support for multiple worlds existing at once, which allows for a lot of flexibility and neat tools in the editor (like each asset sub-editor in the editor could have its own world). In UE3, there was a global GWorld pointer in code that tried to juggle the currently executing world, but that becomes error-prone and messy as more and more worlds exist. The engine team has actively been working to eliminate usages of that for its removal and GetWorld() is a way to access an actor's associated world without using it. For any actor that is part of your game session, GetWorld() should be returning your game world, but there are multiple worlds active in the editor, so not every call to that function you see will explicitly be the game world. I'll see if I can get someone else to come in and explain this better if I massacred it .


                        Originally posted by Kain Shin View Post
                        Can you go over the workflow for Navigation in terms of...
                        1) What options you have available for marking paths as walkable/unwalkable/walkable to some but not all
                        2) Dynamic links, such as rotating bridges and elevators?
                        3) Dynamic obstacles, such as moveable and destructable blockades?

                        How much of the navmesh workflow and featureset has changed from Unreal3?
                        Are you still able to insert use own heuristic functions into the pathfinding mechanisms? I found that really useful for "finding a position to shoot projectiles from when the player is off the navmesh". I was wondering how much of my old UE3 usage patterns would remain the same in UE4.
                        I'm definitely not the best person to answer this one. I'll see if I can summon the AI team to get you a reply, but I do know Fortnite is making heavy use of dynamic updates to the navmesh as players place building pieces and destroy tons of actors across the world.


                        Originally posted by Kain Shin View Post
                        Can you talk about the Save/Load pipeline for UE4?
                        Do all Actors have unique GUIDs that remain consistent between sessions for the purpose of serialization tagging?
                        Would users of UE4 write their own save/load mechanisms or are there stubs that users can build on?
                        This is another one out of my wheelhouse. Again will attempt to summon a more knowledgeable source instead of ruining this question answering it myself. Sorry!


                        Originally posted by b1nary View Post
                        As someone getting used to the new(er) workflow in UE4, my question is:

                        How do you guys suggest approaching a workflow in UE4 for creating a game? How did you guys approach it?
                        Hmm, this one is a little tricky to answer, partially because I'm not quite sure what kind of details you're asking for. Do you mean starting from scratch, how do you go about making a game? Or do you mean what is our workflow in regards to like importing art assets, setting them up, etc.?

                        The generic answer here is we tend to brainstorm/design up some ideas we want to try and then go about prototyping them. When it's early and we don't know if something is going to be successful or not, we just piece things together with the bare-minimum prototype assets necessary to convey the idea and get people testing it, so we can iterate on feedback. It doesn't need to look good, it just needs to work enough that we can tell if we think it's fun or not. If you're starting at the very, very beginning, it's really important that you test and iterate on whatever the core mechanic of your game is going to be and make sure it is solid/fun, because that's the foundation everything else is built off of. There's definitely a temptation to start adding tons of features, mechanics, shiny art, etc., but if the core mechanic can't hold up, you're going to run into problems down the road.

                        The really important part of making a game that people tend to ignore or don't want to face is that you need to be willing to work really hard on a feature and throw it away when it's not working. This is why we try to do prototypes without committing full art, effects, etc. when we can avoid it. The more resources devoted to something that gets thrown away, the more expensive it was to make. Sometimes you iterate on something a lot, try everything you can think of, but when you sit back and look at it, the feature just doesn't work in the game for whatever reason. Maybe it's just not fun, it's too confusing, it doesn't fit in with the rest of the game, etc. You need to be willing to toss it in the dumpster for the good of the game, which is something that takes getting used to, especially when you're really invested in a particular feature.

                        When we have something we're pretty sure is fun and want to move forward on, that's usually when we start involving the art team. Depending on what it is, a concept artist might draw up what things should look like, send it off to a modeler to actually make in 3d, etc. We'll hook the art up, make the code or script more solid and shippable, etc., and move on to the next thing.

                        If you're meaning specifically how to start the framework of a game in UE4, that's probably dependent on your team composition and size. For Fortnite, we have a good mix of artists, designers, programmers, etc., so we tend to split things up where it makes the most sense for us. Our engineers start making custom C++ classes based off of the engine framework ones (game mode, etc.), designers/artists might prototype out some things we might want to try in blueprints, etc. A smaller team w/o programmers might just opt to start things in blueprints. It really depends.

                        If you can clarify your question a bit, maybe I can give you a better answer instead of this rambling mess of answer .
                        Lead Programmer (Gameplay), Fortnite, Epic Games
                        Twitter: @EpicIrascible

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                          #42
                          Performance/Optimization Questions
                          Originally posted by joessu View Post
                          Performance: What is your target hardware and how has it been working with UE4 to target it?
                          I don't think we've worked out the specifics on this just yet, other than "PC." We know we want the game to be playable for as many people as possible, so we'll probably be targeting mid-range PCs and up. The trick there is we want to be scalable, so the beefy machines can play all of the shiny extras we might want to add, whereas the older machines aren't missing out on anything important to gameplay.

                          We basically approach things from the "don't do things that are obviously so bad for performance this game can't ship," but we're not down into doing tons of targeted, specific optimizations just yet. We keep tabs on performance trends of builds of the game over time so we know if we're veering off course, but as we're still pre-alpha, we're very much still in "make this game as fun as possible" phase. In the future, we'll definitely be doing perf./optimization passes specifically if we spot problem points. So far, working with UE4 for a PC game has been fantastic overall.

                          Originally posted by Alexarg View Post
                          All you can say about the problems encountered working with big open scenes in relation to UE4, If so, In what way solve these problems? advice would be welcome.
                          thanks
                          I'm not one well-qualified to speak to any rendering/art components of this question, but as mentioned in the earlier answer re: networking, we are using a network dormancy optimization to handle the sheer number of networked actors in a big scene in Fortnite. We also try to make smart choices when making our content, like avoiding making lots and lots of our code or blueprint actors have logic that executes in all of their tick functions every frame. Especially if an actor is ticking to only update visual things, we tend to shut ticking off on that actor when the visuals are finished, etc.

                          Originally posted by zoombapup View Post
                          Question: How many physics objects do you have in a typical game scene? Do you do anything to speed up physics usage (i.e. consolidating objects, tweaking sleep states etc).
                          I'll see if I can summon James or Ori from the engine team in on this one. Fortnite doesn't use tons and tons of physics objects as part of its gameplay. When our walls are destroyed (and the pieces fly off), that's actually being done in a shader! Pretty convinced our tech artists are wizards sometimes.

                          Tutorial/Demo Questions
                          Originally posted by xgalaxy View Post
                          Would you consider creating wiki articles and/or video tutorials on some of the more interesting blueprints you had to create for Fortnite?
                          Originally posted by TheJamsh View Post
                          My question: Will the game ship with editor functionality, so we can see the goodness ourselves?
                          We're a little too early to know on some of these things, but the short answer I can give is that I'm pretty sure a lot of the team is excited to share things when we can and time allows. I know I've already heard a few team members being excited about writing blog posts, etc. about how we've done some things. As I mentioned on the stream, we love giving as many tools/tips/etc. as we can for everyone to use, because it just results in more cool games/projects for everyone to play and see. So I guess stay tuned is the best answer on these ones.

                          Fortnite Questions
                          Originally posted by Bajee View Post
                          How many people are working on Fortnite? Are there more coders or more artists?
                          I'm not sure I know the exact breakdown off the top of my head. What I *do* know is that we're still hiring people to help us make Fortnite as awesome as it can be. http://epicgames.com/careers/ Get those applications in!

                          Originally posted by xgalaxy View Post
                          Would you consider releasing Fortnite on Amazon Fire Tv?
                          Right now we're focused entirely on PC and making that as good as we possibly can. We're always listening to requests, feedback, etc. though and haven't closed the door on anything in the future yet.

                          Originally posted by szyszek View Post
                          What about split screen? Do you guys plan to provide some support for local coop games?
                          Right now we don't have split-screen support for PC, but I imagine if we went to other platforms, we'd probably consider something like that again.

                          Misc. Questions from the Stream as I Remember Them
                          How would you recommend learning C++?
                          The cop-out answer here is that I think it's easiest to learn through doing. Get your hands dirty, try some simple programs, make mistakes, and learn from them. When you first start, you're going to mess things up, but that's ok. I shudder to think of my first C++ projects when I was first learning programming. They were probably awful and full of problems, but were a valuable step towards learning! Hopefully the community can chime in with some good intro tutorials, books, resources, etc. to get you started on the way also.

                          One thing I would say is that if you want to be serious about programming in general, it pays to learn a lot of the basic concepts of computer science and programming paradigms, entirely agnostic of a particular language. Once you have a solid foundation, I've found it becomes much easier to pick up any one particular language, because then you roughly know what you're trying to accomplish, you just need to learn the syntax/idiosyncrasies/way of doing things in that language. I like to say an experienced programmer can probably swap to a new language and produce a working program pretty quickly, but it still takes some time to learn a language in a way that you can appreciate everything it has to offer and how to program specifically in that language. Personal example: I knew C++ well before I was exposed to C#. I was able to make a C# program that ran and did what I wanted within a day, but it was still very much from a C++ programmer's mindset. If you already know another language, there are often lots of online resources you can search for like, "C++ programming for ____ programmers," where you'd sub in the language you know.

                          For context, my personal learning path with all this stuff was me fiddling around with programming in high school on my own, taking some courses in high school (I think in PASCAL?!), and then studying computer science in undergrad, before going on to grad school. In undergrad, we did a lot of C and Java, with only a little C++. I mostly self-taught myself C++ from reading various websites and books in undergrad and then learned a lot more/had knowledge reinforced in grad school by excellent professors. In terms of language references, I learned C from the K&R book, which is super concise and considered *the* book about C: http://en.wikipedia.org/wiki/The_C_Programming_Language , and I learned a lot of C++ from the Stroustrup book (http://en.wikipedia.org/wiki/The_C%2...mming_Language), but as mentioned on the stream, it is very thick and can be quite dry at times, so I'm not sure it's the best intro book. If you want a super technical manual all about C++ though, it's a great source.

                          One final point I'd make here, if you're learning C++ or programming for the first time, don't set yourself up for frustration by jumping right into making a massive AAA-game right from the start. It's important to learn the basics of programming, how things work, etc., and it's easier to do that with a simple project first. Once you have the foundations under your belt, the rest will come. Again, from my personal experience, my first ever "game" was tic-tac-toe . I worked my way up to pong, simple maze games, etc.
                          Last edited by Irascible-; 04-19-2014, 06:37 PM.
                          Lead Programmer (Gameplay), Fortnite, Epic Games
                          Twitter: @EpicIrascible

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                            #43
                            Originally posted by Billy Bramer View Post

                            As mentioned on the stream, I believe our artists want to actually do some kind of follow-up content going into stuff like this in better detail than my programmer-self could ever provide. Not sure on the time-table on that, but I'll sync up with them again. I expect we'll probably do lots of Fortnite-related content stuff as we get further along with the game.
                            Ok, thx for the info

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                              #44
                              Ok, whew, I tried to go through and answer most of the original round of questions to the best of my ability. The answers overflowed the amount of space a post allows, so I had to split things up. Thanks again for everyone who participated!
                              Lead Programmer (Gameplay), Fortnite, Epic Games
                              Twitter: @EpicIrascible

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                                #45
                                Ah, so many other replies in the meanwhile too! You all are fast! Thank you for all the nice comments everyone, we really enjoyed ourselves. Ever since you encouraged him, Matthew has just been practicing even more dad jokes, and he, Cameron, and I all share an office, so thanks a lot for that... Cameron has also been fulfilling his promise of providing no updates on his newly formed twitter, so I admire his dedication to his cause.

                                Evenios, I'm sorry the format wasn't your cup of tea, but I will pass along the feedback that some people might prefer some visual aspects too. We're not always going to be able to make everyone happy, but we're always open to suggestions for how the livestreams would work better for the community.
                                Lead Programmer (Gameplay), Fortnite, Epic Games
                                Twitter: @EpicIrascible

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