Originally posted by Ad3ViLl
View Post
Announcement
Collapse
No announcement yet.
[Twitch] Unreal Engine 4.1 Tour - Apr. 24, 2014
Collapse
X
-
Ad3ViLl replied
-
Ad3ViLl repliedIs there a better option for streaming live than twitch ?? It's horrible, i couldn't watch halve the show and there's no way to even lower the quality to try and improve the loading.
Leave a comment:
-
EliteIman repliedOriginally posted by crowl View PostOur next two Twitch livestreams will be:
Thursday, May 1, 2pm ET - UE4 Tools
Thursday, May 8, 2pm ET - Blueprints!
*We'll actually have James Golding and Nick Whiting in town for this - a rare and wonderful opportunity.
Maybe we should allot extra time, or do you think 1.5-2 hours is enough? Let us know what you want!
BTW which stream is going to have James and Nick? the may 8th one or maybe both?
Leave a comment:
-
iniside repliedOriginally posted by crowl View PostThanks for the kind words and suggestions, everyone. We're working to answer more questions here.
Our next two Twitch livestreams will be:
Thursday, May 1, 2pm ET - UE4 Tools
Thursday, May 8, 2pm ET - Blueprints!
*We'll actually have James Golding and Nick Whiting in town for this - a rare and wonderful opportunity.
Maybe we should allot extra time, or do you think 1.5-2 hours is enough? Let us know what you want!
Will post a new announcement thread for these as well. Aiming to get early feedback here. :-)
But I guess someone have to work, unfortunately
I honestly really liked part where Mike described what are you working on now. It would be cool if in on some streams you would guys talk more about your future plans or the status of what are you working. This was honestly very interesting, even if we don't see any of this in coming months, it's good to know what is being cooked.
Leave a comment:
-
Bajee repliedGreat! Will these streams have a Q&A session too? If so, will you post a new thread for questions or should we post them here?
Leave a comment:
-
Jacky repliedOriginally posted by crowl View PostThanks for the kind words and suggestions, everyone. We're working to answer more questions here.
Our next two Twitch livestreams will be:
Thursday, May 1, 2pm ET - UE4 Tools
Thursday, May 8, 2pm ET - Blueprints!
*We'll actually have James Golding and Nick Whiting in town for this - a rare and wonderful opportunity.
Maybe we should allot extra time, or do you think 1.5-2 hours is enough? Let us know what you want!
Will post a new announcement thread for these as well. Aiming to get early feedback here. :-)You can make it as long as you can afford, but please find a solution for Twitch. It would be nice to select quality for the stream.
Leave a comment:
-
crowl repliedThanks for the kind words and suggestions, everyone. We're working to answer more questions here.
Our next two Twitch livestreams will be:
Thursday, May 1, 2pm ET - UE4 Tools
Thursday, May 8, 2pm ET - Blueprints!
*We'll actually have James Golding and Nick Whiting in town for this - a rare and wonderful opportunity.
Maybe we should allot extra time, or do you think 1.5-2 hours is enough? Let us know what you want!
Will post a new announcement thread for these as well. Aiming to get early feedback here. :-)
Leave a comment:
-
The_Distiller repliedAgain a really informative stream with a good length, looking forward to the next one!
Leave a comment:
-
iniside repliedOriginally posted by DarkInfiktrator View Post4.2 in few days? WOOOOOOOOOOOOOOOW !
Anyway great stream. Though, Twitch half-worked for me, and didn't make all the answers. Waiting for youtube to watch again.
Leave a comment:
-
ITNoetic repliedThanks again for relaying my question, Dana.
For clarity, currently, Characters use CapsuleComponents for collisions. The problem is, the top and bottom of a capsule are rounded. That isn't the case on any platformer game I'm aware of, so it creates really strange collision situations when you're hitting the corner of a platform either above or below. It should be either you fall straight down and you don't collide with it, or you fall *on* the platform and you collide with it, but with a rounded bottom, there is this strange halfway point where you collide with the platform horizontally, but the vertical collision doesn't match where your character's feet are, so it looks like you're standing below the platform. Here's an example:
https://forums.unrealengine.com/atta...6&d=1396446523
One way of dealing with this issue is to change the max perch height, but all that does is make the capsule slide off the edge of the platform, which is pretty far from ideal. So the solution is to change the basis of collision detection to use a box (or a cylinder). The problem there is that making that change involves going through something like 13k lines of code to account for every function that assumes a Capsule is being used for collision, which is incredibly time-consuming, but is necessary for any and all good platformer games.
Leave a comment:
-
redbox replied[Question]
Any info about using BSPs workflow like geometry in Sketchup or something similar?
Leave a comment:
Leave a comment: