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Does "playing" your level in UE4 take more than a similar game?
Yes. A built game will run better than playing in the editor.
Does "playing" your level in UE4 take more than a similar game?
So doing tutorials etc.
I try to swap out whats in Unreal, the default mannequine, for another asset. The mesh etc. The model moves, breathes etc, but when going from A to B (pathing) it just slides.
Eh fuck it, just going to stick with the mannequins since all that is already done and provided.
Aka, easy.
Lol
You can DL the free Paragon Character(s) which have some basic Anim BP setup done and then you expand on them. They are super high quality models which can bog down your system though. For learning, they are a decent free resource. You can copy the Anim BP code at least to see how things should be done. I wouldn't recommend using the Paragon Characters unless you plan to be pigeonholed into those models/animations. Retargeting new animations, changing outfits, weapons, etc, can't easily be done.
Also, are you creating an NPC character or a playable character? You said "going from A to B", is that AI controlled? If AI Controlled, keep in mind that the "server" might not be replicating your variables down to your "player character". So it might be replication issue.
Single player, pathing test.
Dont like the Paragon stuff, its too high res. Have it all, but never use it. Same with the infinity whatever characters, but they are more in the realm of "normal".
Right now just learning, spent the past few days thinking about how to do what parts of things I need done to have the systems I want to use. I've found some walkthroughs, templates etc so I think most of what I want to create is out there for the most part. But I'm a layman at best so its going to be a tough climb.
Fucking need like 3 or 4 ppl tbh. Its a lot of shit to do solo.
Flobee lets make a game sir.
Yea I understand but just saying you can Add 1 character and copy the Anim BP code. I have done this with many example projects. If you dont want to pollute your project, create a new 1 and have 2 UE4 projects open simultaneously and start copying code. I have downloaded a bunch of different projects so that I could steal code.
Also for Animations/Movement, I highly recommend looking into this, which works perfectly with Mannequin-based characters & includes a MASSIVE Anim BP already setup to handle nearly everything (And Epic made it Free for All):
For my game that is using the Paragon characters, & is multiplayer, I can't easily implement it, but I've stolen some code from this system & copied some concepts.![]()
Advanced Locomotion System V4 in Blueprints - UE Marketplace
An advanced bipedal locomotion and layering system focusing on high quality character animation with responsive movement. Built to be flexible, extendable, and to provide a solid starting point for new projects. Currently Singleplayer only. (100% BP)www.unrealengine.com
I have aspirations to use something like the system developed by this guy: http://sabredartstudios.com/
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SabreDartStudios
At Sabre Dart Studios we are creating low-cost gaming server software for indie game developers.www.youtube.com
to set up a basic combat simulation at a minimum. I have some MMO combat ideas that I think might be really cool but would want to try it myself. This guy has basically open sourced a base client/server system for MMO's. Also shows how to use the GAS system for abilities and a bunch of other cool stuff. He just restarted his example project so hoping to dive in more before too long.
I think that a grassroots effort could actually be conceivable using a tool like this with a smallish team
Flobee hop in discord this week.
I think scaling etc is pretty far down the pipe, but I'd like to talk to you at some point re: ideas.
In short, I think that creating the sytems for the game, that can be scaled / propagated is where to start. There are some mechanic ideas I have had for years that should not be too difficult. Basically, make a world to play in, worry about "game" later.
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Cant get the trigger volume to work . . .
I have followed & watched most of his videos and learned quite a bit. He does do it with the intention of promoting his "product", which is to host servers for you. I'm using GAS for my game, takes a lot of setup but it's powerful.
Expect to do some C++ with GAS.
Couple issues here. The Check if "Other Actor = Player Character" probably won't work. Do a Print string to see if its ever true.
Player Controller with a target of self probably won't work, assuming "self" is the volume and not the character.
This works using default character:
I'm not sure how you planned to re-enable input though.
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There is something fucked up in the trigger box is my guess?
But fuck I cant find whatever it is.
Put a Print string right after the Overlap Event to see if it even triggers. If yes, then the Collision is fine, if no, then it's something with your Actor: Either the Trigger Volume is too small, not in the right spot, offset from the mesh, collisions not right, etc.All collision settings between the fuctional and non functional ones are identical . . . shit is starting to really irritate me.
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