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Found 383 results

  1. Hi there, id like to ask a little advice from people as im sure theres heaps of experience here! My first passion is writing, but ive always had an interest in games. I'm not a coder, although I did study cobol and Pascal and a little C back many many many (many many) moons ago, and am very literate with computers. Ive learned photoshop, illustrator, 3d design, not to perfection but I'm progressing. I started a new book project, but I have the desire to actually make a game from it instead. The idea is to go ahead and do it myself to begin with and them maybe later I can see about getting help or others involved if and when I reach that point. What I want to get right is the engine choice. Im between Unity and Unreal and im kind of struggling to decide. On the surface Unreal would seem to be more suited, its going to be First Person, with a kind os semi open world, I mean large areas for exploration, a lot of outdoor areas for one part and some futuristic City areas for the other. Either engine I have learning to do, I have worked with engines before a long time ago I think it was the very first Unreal ED so imagine how long, but I remember the basics and ill happily challenge myself to learn as I go, its something ill enjoy so that's not the issue. Id like eventually to produce something with good graphics and capabilities, not just an indie title because im very passionate about the plot, characters and setting, its something I really want to bring to life and as a gamer, I think its perfectly suited to gaming platform as much as a book. Im wondering what people can tell me abut the game engines Unity and Unreal, im going with free for the moment, because its a first project and a very tight budget, like I said its something im doing for pleasure and learning also. Story, characters, and a lot of the game concepts I have already formed or growing in my head, so now im looking to really just start doing something, modelling things, building the first areas and getting the scene setup, but I wanted to make a good choice of engine. Unity seems capable but im concerned that perhaps its going to be limited in power and capability for this kind of game and maybe Unreal is much more powerful for this kind of project? I say semi open world because I don't want just wandering randomly, but I do want the areas to be large and explorable, but also have the ability to channel the player through the areas for the story. I think something like the original Dues Ex (not concept but setup) in having large areas and maps with a lot of exploration. The outdoor im looking to have beautiful visual outdoors, which is big part of that setting. Well I guess you get the idea, im coming to this fairly green and id appreciate any advice or experience anyone has. Also if anyone can recommend good information or work flows, and things to read I would happily read anything right now! Im planning to model the main buildings and meshes myself, and then later if they needed a more pro touch, that's where I can start looking to expand but id really like to layout the overall setup myself as I see it in my mind. Obviously having never done it before, its hard to know what to do first, what I should do in engine, what in 3d app, mountains, exterior models. Well I guess what im saying is aim very new to it so any help or advice would be appreciated. Time I have, passion I have, and the ideas I have so im really just going to take it from there and see how I go. Im sure ill need to learn to work with code some, not my favorite part but its not alien to me either. But I think more likely later for the mechanics is where ill need to bring in others, but first things first, I need to start. Also, well, hi all. I was always an avid gamer and the communities were always great for advice help and ideas, so nice to be here and hopefully its a good place to ask and start I like a challenge and in the end, I just thought why not? If you never try you never grow, right? Anyway if anyone can give me any advice or anything at all, that would be great. My primary platform would be PC I guess, I play on PC but I guess either engine has the ability to do more than one platform.
  2. Hi all, I'm on the team that is working on Scene Fusion for Unreal. I have a little showing off to do: Real-time collaboration in VR! We are starting our alpha next week. We have quite a few signups to get through but if you're interested we have a sign-up sheet here: https://www.kinematicsoup.com/scene-fusion/unreal-engine-signup
  3. Gregory Aaron Martin

    2D Short Story Into Game

    I'm writing a sprawling fantasy series. I've written shorter stories in the world I'm creating. I want to turn one of those short stories into a game. It can be 2D. It's about dragons. There's a story arc below that shows a starting point and an ending point. Details will be given if there's anyone interested. I'm a storyteller but I don't have much knowledge on game development. It would be an adventure game with light rpg elements. Synopsis: A young man with a very special gift returns to his mountainous home to find it invaded by a cult. The community he's been a part of his whole life has been cut off by the king to ensure the cult's influence remains limited as it's very influential. This cult believes the dragon they follow and worship rests in the mountains and with the king pulling his soldiers out, the cult can begin its dig underground. The young man learns that the last individual with the same special gift who held a coveted seat on the council was killed by the cult during the cult's takeover of the village community. The young man, like others with the same special ability as him, vied for the seat on the council but he was turned away either for his own safety or because of council secrets. The cult has its own members with this same special ability and they're very intimidating. The community is oppressed for months. Tired of this oppression and feeling abandoned by his king, the young man sets out with a few new comrades to battle this cult, putting on display his own talent with this special gift.They make it their mission to sabotage the cult's dig into the mountains in hopes the cult doesn't awaken their dragon. They also make it their mission to defeat the cult members who posses the special ability. They are successful with this and he is appointed to the coveted seat on the council. Thanks
  4. A developer I am working with has sent me a project that when packaged is in VR mode, however its not supposed to be. So when I package the project to windows in unreal engine 4, the screen is split in 2 as if its VR. Would anyone know how to get the project out of VR mode so that its just a 3D game? I have disabled VR plugins and chekced through the project settinsg to untick any VR setting, but still not managed to get it out of VR mode.
  5. State of the search I'm not looking / I'm still looking Description It is a third person game where you join more players to fight against bosses in the PvE style of the mmorpg, looking for online companions to help you defeat your enemy, where everyone does their respective work, such as tank, dps or heal, in groups of 5 or 10 players. The difference with other mmorpg is that here, since there is no open world, you will not have to go through it doing hundreds of missions and using many hours to get to the content that really interests you, which, in the case of PvE, are the dungeons and raids. Objectives of the project For this project we will first make a demo that will only be the boss of a 5 player dungeon. The first phase of this project is to release a video gameplay for crowdfunding (kickstarter maybe), so we will focus more on the visual, which could be falsified if the mechanics do not work. If the crowdfunding gives green light would be the game, which if in turn would work would be updated in the future with more dungeons and bands. The ideal would be to make a playable demo. Compensation If this game generates benefits outside crowdfunding, the profits will be distributed depending on the work and disbursement of each one. Technology Unreal. If you want to learn how to use this software with the project, you can. Required profiles - At the moment 2 Programmers (if has multiplayer knowledge in Unreal better). - 1 2D Artist to make the interface design and some concepts. You are going to try make interfaces like this: It would be ideal if you can devote at least 7 hours by week. It is a plus if you have experience with high level PvE content in some mmorpg. Team structure Pablo. Environment artist. Diego. Character artist. Web Waiting until the equipment is assembled. Contact pablo.barreto.jimenez@gmail.com Additional Information I have the GDD, it depends on the work but, I think the demo could be done in 6 months. Here I leave some images of what I did of the project in Unity, where basically I have been testing (The project will be done in Unreal): Desired feedback If you think you can give me some advice about the project, feel free to give your opinion.
  6. Agustin Andreucci

    Align sight to camera

    Hi everyone,I got stuck with my approach to aiming down sights. I've set up my first person arms mesh to be a child of the camera. Added a socket on the right hand of the skeleton to which I attach my weapon and there is a socket in the weapon used to signal the point at which the camera should sit during aiming down sight. When the players aims holding left click what I'm trying to do is to calculate the offset of the sight socket to the root of the FPP Mesh while on the aiming down sights pose and move the camera based on that. I'm using the code attached below. It's Unreal Engine but the problem seemed generic enough to qualify as an algebra one. What I'm doing is obtaining the transformations from the camera to the sight bone. That gives me the sight transform relative to the camera. After that I just negate the translation vector and add it to the first child of the camera. I was expecting to have the sight bone sit at the exact same point as the camera. What happens is that it is almost there but it's not correctly aligned. I believe my math and the general idea is right. Any ideas why this could be failing? Here is how I apply the resulting transform and below how I obtain it. Thank you very much for reading. FVector Translation = DeltaTransform.GetTranslation(); Translation.Z = 165.0f; /*Translation.X += Translation.Y; Translation.Y = Translation.X - Translation.Y; Translation.X = Translation.X - Translation.Y;*/ DeltaTransform *= DefaultMesh1PTransform; DeltaTransform.SetTranslation(Translation); Mesh1PCamOffsetLocationDelta = DeltaTransform.GetTranslation(); Mesh1PCamOffsetRotationDelta = DeltaTransform.GetRotation(); bInterpMesh1PCamOffset = bInterp; UE_LOG(LogTemp, Warning, TEXT("DeltaInverse Location x: %f, y: %f, z: %f"), (DeltaTransform).GetLocation().X, (DeltaTransform).GetLocation().Y, (DeltaTransform).GetLocation().Z); Mesh1P->SetRelativeLocation(DeltaTransform.GetLocation() * -1); UE_LOG(LogTemp, Warning, TEXT("Rotation yaw: %f, pitch: %f, roll: %f"), DeltaTransform.GetRotation().Rotator().Yaw, DeltaTransform.GetRotation().Rotator().Pitch, DeltaTransform.GetRotation().Rotator().Roll); FTransform HandToComponent; HandToComponent.SetIdentity(); FTransform BoneTransform; USkeletalMeshComponent* Mesh1P = CarryingPlayer->Mesh1P; // Get transform to weapon attach socket space HandToComponent *= FirearmMesh->GetSocketTransform(FName("sight_point_socket"), RTS_ParentBoneSpace); HandToComponent *= Mesh1P->GetSocketTransform(Firearm->GetCarrySocket(), RTS_ParentBoneSpace); // Get transform from the right hand bone relative to component (root bone) FName CurrentBoneName = FName("hand_r"); while (CurrentBoneName != NAME_None) { ArmsADSIdleAnimSequence->GetBoneTransform(BoneTransform, Mesh1P->GetBoneIndex(CurrentBoneName), 0.0f, true); HandToComponent *= BoneTransform; CurrentBoneName = Mesh1P->GetParentBone(CurrentBoneName); } return HandToComponent;
  7. Cello Gaming

    Unreal Dev Team Required

    Hello I am looking for a team who are willing to work on a Realistic, Large, Story-based, Open-World, Survival, Horror game. I'm looking for a team that is willing to stay with me through the whole project. For this project I will be needing: 3D Modeler: Somebody who has a good understanding on how to create 3D models through Blender, Maya, 3DS Max, or any other Modeling programs of their choosing Animator: Someone able to rig and animate humans, non-humans, and machines. Artist: Someone able to make art for loading screens, GUIs, and Cover art. Environment Artist (2-3): Someone able to create a large open world for the players to explore Writer: Someone who has experience writing story-lines and can write dialogue for this project Sound Engineer: Somebody who can create sounds for character movements, environment, and animals Ideas for The Project: - Shipwrecked on an island after getting caught in a storm out on the ocean - Start on the boat with all your friends and a bunch of NPCs where the ship doesn't crash until you talk to the captain - Able to search wreckage to find food, water, and a basic tool. - Locked areas in the wreckage that you need special tools or codes to open. - Secret chests you can find on the island through maps that you can find in abandoned houses, shacks, and wreckage of pirate ships. - Fishing rods to go fishing for different kinds of fish. - Cooking system to cook food on a grill or campfire which requires propane tanks or wood to continue burning - Underwater and land caves with plenty of resources - Mutant bosses that you can fight above or under water - Underwater life (Sharks, Fish, Large underwater Squid boss) These are just ideas they may or may not be implemented in the final product. Any feedback on ideas for the game would be appreciated. We will be setting up a kickstarter for people to support this, if this project gets up going, so watch for that.
  8. We are a growing team of hobbyists working on a small prototype for a horror game called Soulanity. We are working in Unreal Engine 4 and we need a few more members to help see this project to completion. All team members must be active on discord and willing to show up to team meetings. You will need a good internet connection to download the project and any updates. Beginners are welcome, but you need to be motivated and capable of working independently. Any profits gained from our projects will be split evenly among the team. The positions we need: Level Designer – We have one level designer who has done an awesome job so far, but they don’t have as much time to work on the project anymore, so we need someone to help complete the map 3D Artist – We still need 3d models for general props like books, tools, shelves, janitorial supplies, and some organic modeling for characters and the environment. Rigging/Animation – Still need animations for the player character, the main antagonist, and 2 smaller mobs. Unreal Engine Programmer – This game is currently entirely coded in blueprints. Most of the basic gameplay mechanics are complete but there is still much more to do. If you are interested in joining the team just add me on Discord and we’ll have a chat. Tibsun#1244
  9. I have seen a number of posts about this topic but was wondering what the most effective way is. I have been working on a project in unreal engine 4 and am struggling to get virtual reality mode to work in the engine. A route I am pursuing to solve the problem is to use the unity game engine. I have a virtual reality template set up in unity and need to export the project from unreal engine 4 into unity. Whats the best way to export the project from UE4 and than import into unity?
  10. **[ROYALTY]** Note you may have seen this project before and it is not a copy just new account that is updated thank you. Hello my name is Brandon, We are currently seeking two new members for our team, before applying you must be aware that we are seeking people that are 100% committed to this project, you must be reachable within the day, replying to questions or responding to our messages and in general be actively online, otherwise I ask nicely that you do not apply. The persons we are seeking are an experienced Programmer with knowledge in c++ the c++ and familiarity with unreal is the main thing were seeking, other teams we are currently looking for are 3D artists to work on Humanoid models Props and more, were are also seeking other team members such as Generalists that understands the Unreal Engine, Animators for Human, Non Human and Objects were keeping the team small and having whats needed so feel free to apply. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- [SEEKING CURRENT POSITIONS] [Animators] x 3 [ Human, Non Human, Rigging, FPS Hands] [3D Artist] x3 [ Organics, Human and Creatures, Props and Architecture [Concept Artist] x2 [ Environments, Characters, Model Sheets, Coloring and Line Work,] [UI Artist] x1 [ Passion for Sci Fi Genre ] [FX Artist] x1 [ Particle Effects, Shaders & Lighting, Texturing] [Generalist] x 1 [ We would like someone that has good knowledge of Unreal Engine that can set up anything we need in Engine. ] [Writer] x 1 [ We would need someone that can work with me on game documents, organisation of documents story arcs, character development, dialogue creation, text editing and other text related jobs. ] [PROGRAMMER] "Game-play Mechanics " The project is Royalties and when any fund raising is made you will also receive some funding based off that, this is divided depending on amount of hours made toward the game, there are no contracts till game turns to a more serious note. The game is a Action RPG with online elements this will be an ongoing project, we are running ssh servers, and Prefroce. We have a small staff of experienced people. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- We do have some artwork to show of the world a little and what it's about, If you are interested in joining the project please contact us at: Anderfell info: Anderfell#5123 on Discord nevarra@hotmail.com email We are active on Discord and maybe take a day or two to reply to emails on our website as we receive a few a daily we need to sort through thanks. https://digitalforgedstudios.com/ ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Comic Panel http://imgur.com/a/905pd Artwork http://imgur.com/a/0JchV Models http://imgur.com/a/jdhWu Game Document https://docs.google.com/document/d/1bNlP-qwR15BLGG66hDUcewqlWIPP4flnHxRwxfhNmTE/edit?usp=sharing Regards Brandon Digital Forged Game Development Team.
  11. I am developing my first game and I need help creating a proper character for ue4. If anyone is willing to help, please contact me on my discord: TooCoolCello#0633 any help would be much appreciated. Thanks.
  12. This is the official Sales topic for the acclaimed Colossal Game Music Collection (100+ five-star ratings on the Unity Asset Store) and its Lite version, the Essential Game Music Collection. Updates will be made here every time a sale is taking place on either the Unity Asset Store or the Unreal Engine Marketplace. Current Sales: Summer Sale on the Unreal Engine Marketplace - - Colossal Game Music Collection at 60% OFF - https://www.unrealengine.com/marketplace/colossal-game-music-collection Please feel free to post here any questions you might have about either the sales or the collection itself.
  13. What Is This Game About?:The game is called “The Standing” And is similar to Resident Evil Biohazard And Outlast, I have been speaking with some horror devs who know how to scare a player, not just jumpscares, but atmospheres, horror build ups and then nothing happens, extreme silence, I have done ALOT of research on horror, The Game will be developed in unreal engineSTORY:After a deadly virus plunges the world into chaos killing 85% of the human population there are now what they call “zones” these zones are watched very closely by the surviving government, people are checked every day for the virus, even if you touch the spit or any human waste or fluids of the victim who is infected, you will die. But one day, people in the west zone start to go missing, 1 woman goes outside the walls to uncover the mystery, is there more to the virus than meets the eye?, That is where your story starts.My Role:I’m the game designer/lead/Director, I will be managing the project along the way, this project isn’t that big imo however i will make sure it’s a awesome experience! Hopefully you will stick around afterwards,What We Need And Requirements:At the moment it’s a really small team, however that’s why I’m on here! To grow the team! So heres some people we need!- Unreal Engine Programmers (Must Know C++ And Be Able To Adapt To Other Engines (For Future)- 3D Modellers (Organic And Hard surface)- Animators - Other (Please Specify When Contacting Me)It would be even more helpful if you show your portfolio.If interested email liondude12@gmail.com
  14. I am having an issue with touch inputs on an iPad. I have a UI widget item on screen that I am trying to drag. When I test the game on a PC the widget item works correctly. When I try to drag the widget item on a touch screen (iPad) the position of the item is nowhere near my finger. So as I am dragging the item it doesn't follow my finger, however when I drag the item using a mouse on a PC the widget moves in the correct position. In project settings I have enabled the use mouse for touch option but the issue still persists. This has been set up in unreal engine 4 and I am trying to get the correct functionality for a tablet device. Any help would be much appreciated on how I would get the UI widget to follow my finger when I drag it.
  15. Hello! I am seeking a few team members to help me run some survival sandbox game servers through a 3rd party hosting site. My goal is to replace "official" servers in the sense that our servers offer the best experience for players of all types (not easy to do!). Why do I need a team for this? Because the game we are working with has far more potential than most people realize - it is my hope that I can bring a better ruleset to the table that focuses more on fun-factor than a genre label. My end-game goal is to run quite a few long-term small MRPG servers across multiple games/platforms (platforms of course based on availability of supported server hosting). Personally, I see multiplayer and co-op gamers gravitating towards a more personal experience with small, MRPG servers, as opposed to something like an MMORPG. Current Progress: Design Document Server Patch Notes A little about me: I took 6 years of high school and have zero college education Zero game/software development experience Hate math, can't code, also can't create any type of art assets Musician of almost 30 years Work on songwriting and music production in a metal band based in my region Only have hobbies for things I'm passionate about, have had some success professionally, with more to come Can I build a toaster, no, but I can tell you exactly how it should work without confusing you That being said, I have made a lot of progress this year on my own - and currently have one server up and running. I am at a point now where I need to construct a small team to help me get my other servers up and running, as well as adding/creating custom content. Currently looking for: 1-2 x Mod Developers 1 x Server Administrator You must have access to the game we are running our server on, as well as any other tools that are needed to get the job done (like Unreal 4 engine, software development tools, etc.) I am more than willing to provide information as requested for anyone interested! Thank you for your time, Helgraves
  16. Mikael Henriksson

    Unreal First Entry

    Welcome! This is the first entry of my development blog for my project 'Tracked Mind'. In my blog posts I'll mostly let you know on what I'm focusing on and what has been changed, fixed or added to the game. Let me know if there is something specific that you would like to know about the game! I released an alpha version (1.0) which was tested by a very small audience. In that version of the game you couldn't really do much not even die). You could move around, different footsteps would play depending on the material underneath you, open/close the inventory, interact with doors and equip a pistol (the pistol did not work at all). I created two small levels for the audience to walk around in, with a few "scary" events happening on the way. There were no enemies on any of the levels (since you could not do any damage to the enemies anyway. It all in all you could get to the end in a couple of minutes. That was the state of the game back in early February 2018. What has changed since then? I decided to write down the biggest changes so far. So here are the patch notes for Alpha version 1.1: General changes Added menus to the game. Main menu, graphical options menu, pause menu and so on. Added a new interaction system. You can now interact with a lot more objects then just doors. For instance: light switches, buttons and drawers. Added controller/gamepad support (Tested with an Xbox 360 controller for PC). Added rumble/vibration to the controller. Added a new outdoors level to test video/post process effects. Added a functional pistol that can do damage, impacts the environment with different effects and sounds depending on what material the bullet hits. It is possible to "aim down the sight" which makes the shot more accurate. The bullets are now also able to affect physical objects. Added a functional shotgun that can do damage, impacts the environment with different effects and sounds depending on what material the shells hit. The shotgun is stronger but inaccurate at a distance (since the projectiles in the slug spreads). It is possible to aim with the shotgun but the main character will simply raise the weapon closer to the camera. Added a melee weapon, mostly for testing different ideas for a melee system. It is possible to do damage to the AI and block incoming melee attacks. The block function needs a lot of work before it's though. Added different enemies with working AI for testing. They can be hurt, killed and hurt the Player. The enemies will either wait or walk around the levels (some are sometimes walking far away from their starting position so during testing the enemies have turned up in surprising spots and truly scared me! They can also see and hear the Player. Firing a weapon, walking and running makes noise. Added footsteps and a "noise" system. The footsteps will make less noise and make the Player harder to notice if they crouch and easier if they run. Added visual effects such as: A red flash when taking damage or a white flash when blocking melee damage. (Hopefully making it easier for players who are hearing impaired to play the game). Added a Health system, the Player can now be hurt and also die! Added a "Stress" system. The Stress meter raises if the Player takes damage, and the only way to lower the meter is to hurt an enemy with a melee weapon. Added different types of "headbobbing" and camera movement. Added several screen effects. Added a lot of new sound effects (too many to list). Various other minor things added. Bug Fixes Fixed the Stamina meter not lowering when sprinting as planned. Fixed a bug which caused the Player to not being able to "uncrouch". Fixed various bugs which caused lower framerate in certain areas. Other minor fixes. KNOWN ISSUES Melee system is not working at certain distances. Bullets can cause physical objects to move in "unnatural" or illogical ways. A lot of progress since the last version of the game, but still a long way to go Take care! /Mikael Henriksson
  17. I am trying to package a game to an ios device, but I am getting the error "Provisioning profile doesn't match the entitlements file's value for the get-task-allow entitlement". Where do I find the entitlements files and change the value? I am packaging for distribution, and am using a distribution profile and certificate. This error appears in the output log of an unreal engine 4 project which is on a mac operating system.
  18. Hey All! We are a team of 7 looking for more members for our story based action adventure game! we are looking for: People who can do cutscenes and animation (Gameplay Animation and cutscenes) Unreal Engine 4.19 Programmers (MUST KNOW C++) Concept artists/Environment artists VFX Artists Logo/Ui Designers 3D Character Modellers (Who Can Also Rig) Orchestra Composer If interested please email liondude12@gmail.com looking forward to hearing from you.
  19. I am trying to understand how the set render translation node of the "on drag detected" function links to the x and y position of the widget item. From the attached image it can be seen that the x position is 1308 and the y position is 140. My question is how does this link to the set render translation node in the drag function? I am trying to figure out how the Vector2D - Vector2D links to the x and y of the widget item. This has been set up in unreal engine 4 using blueprints.
  20. I am developing a 2d game using unreal engine 4 in which the user drags and drops a sword. I want the sword to follow the position of my finger. At the moment, when I drag the sword, it moves at an offset from my finger. The game has been packaged to an ipad and I have set up the functionality using blueprints. Pseudo code On Drag (){ finger position = sword position on screen on drop = finger position on release from screen = position of sword } How do I make the sword follow the position of my finger as I drag it?
  21. Peekian Games

    [Android] Crate Panic!

    Crate Panic is an arcade shooter made with Unreal Engine 4. Shoot falling boxes and gain points, lose points when they hit the ground. If you're reduced back to zero it's game over. You can rack up coins throughout plays to upgrade to a better cannon that shoots differently, whether that be burst shots or shotgun spreads. We might port it to iOS if it gets a certain amount of Android downloads. Playstore Link: https://play.google.com/store/apps/details?id=com.PeekianGames.CratePanic
  22. Hello I am looking for advice to what I should do next as I just completed the Unreal Developer Course on Udemy and now am at a lost as what to do farther as practice and to expand my knowledge. My background is 2 years studying college in Videogame Design and 3 years working on 4 years studying Software Engineering in college. I am mainly focusing on using my C++ knowledge with Unreal Engine to make indie games but I do also know Java, and C# as well, but I do not know Unity. I am welcoming any advice that can help with my current situation with my current skill set
  23. Automated builds are a pretty important tool in a game developer's toolbox. If you're only testing your Unreal-based game in the editor (even in standalone mode), you're in for a rude awakening when new bugs pop up in a shipping build that you've never encountered before. You also don't want to manually package your game from the editor every time you want to test said shipping build, or to distribute it to your testers (or Steam for that matter). Unreal already provides a pretty robust build system, and it's very easy to use it in combination with build automation tools. My build system of choice is Gradle , since I use it pretty extensively in my backend Java and Scala work. It's pretty easy to learn, runs everywhere, and gives you a lot of powerful functionality right out of the gate. This won't be a Gradle tutorial necessarily, so you can familiarize yourself with how Gradle works via the documentation on their site. Primarily, I use Gradle to manage a version file in my game's Git repository, which is compiled into the game so that I have version information in Blueprint and C++ logic. I use that version to prevent out-of-date clients from connecting to newer servers, and having the version compiled in makes it a little more difficult for malicious clients to spoof that build number, as opposed to having it stored in one of the INI files. I also use Gradle to automate uploading my client build to Steam via the use of steamcmd. Unreal's command line build tool is known as the Unreal Automation Tool. Any time you package from the editor, or use the Unreal Frontend Tool, you're using UAT on the back end. Epic provides handy scripts in the Engine/Build/BatchFiles directory to make use of UAT from the command line, namely RunUAT.bat. Since it's just a batch file, I can call it from a Gradle build script very easily. Here's the Gradle task snippet I use to package and archive my client: task packageClientUAT(type: Exec) { workingDir = "[UnrealEngineDir]\\Engine\\Build\\BatchFiles" def projectDirSafe = project.projectDir.toString().replaceAll(/[\\]/) { m -> "\\\\" } def archiveDir = projectDirSafe + "\\\\Archive\\\\Client" def archiveDirFile = new File(archiveDir) if(!archiveDirFile.exists() && !archiveDirFile.mkdirs()) { throw new Exception("Could not create client archive directory.") } if(!new File(archiveDir + "\\\\WindowsClient").deleteDir()) { throw new Exception("Could not delete final client directory.") } commandLine "cmd", "/c", "RunUAT", "BuildCookRun", "-project=\"" + projectDirSafe + "\\\\[ProjectName].uproject\"", "-noP4", "-platform=Win64", "-clientconfig=Development", "-serverconfig=Development", "-cook", "-allmaps", "-build", "-stage", "-pak", "-archive", "-noeditor", "-archivedirectory=\"" + archiveDir + "\"" } My build.gradle file is in my project's directory, alongside the uproject file. This snippet will spit the packaged client out into [ProjectDir]\Archive\Client. For the versioning, I have two files that Gradle directly modifies. The first, a simple text file, just has a number in it. In my [ProjectName]\Source\[ProjectName] folder, I have a [ProjectName]Build.txt file with the current build number in it. Additionally, in that same folder, I have a C++ header file with the following in it: #pragma once #define [PROJECT]_MAJOR_VERSION 0 #define [PROJECT]_MINOR_VERSION 1 #define [PROJECT]_BUILD_NUMBER ### #define [PROJECT]_BUILD_STAGE "Pre-Alpha" Here's my Gradle task that increments the build number in that text file, and then replaces the value in the header file: task incrementVersion { doLast { def version = 0 def ProjectName = "[ProjectName]" def vfile = new File("Source\\" + ProjectName + "\\" + ProjectName + "Build.txt") if(vfile.exists()) { String versionContents = vfile.text version = Integer.parseInt(versionContents) } version += 1 vfile.text = version vfile = new File("Source\\" + ProjectName + "\\" + ProjectName + "Version.h") if(vfile.exists()) { String pname = ProjectName.toUpperCase() String versionContents = vfile.text versionContents = versionContents.replaceAll(/_BUILD_NUMBER ([0-9]+)/) { m -> "_BUILD_NUMBER " + version } vfile.text = versionContents } } } I manually edit the major and minor versions and the build stage as needed, since they don't need to update with every build. You can include that header into any C++ file that needs to know the build number, and I also have a few static methods in my game's Blueprint static library that wrap them so I can get the version numbers in Blueprint. I also have some tasks for automatically checking those files into the Git repository and committing them: task prepareVersion(type: Exec) { workingDir = project.projectDir.toString() commandLine "cmd", "/c", "git", "reset" } task stageVersion(type: Exec, dependsOn: prepareVersion) { workingDir = project.projectDir.toString() commandLine "cmd", "/c", "git", "add", project.projectDir.toString() + "\\Source\\[ProjectName]\\[ProjectName]Build.txt", project.projectDir.toString() + "\\Source\\[ProjectName]\\[ProjectName]Version.h" } task commitVersion(type: Exec, dependsOn: stageVersion) { workingDir = project.projectDir.toString() commandLine "cmd", "/c", "git", "commit", "-m", "\"Incrementing [ProjectName] version\"" } And here's the task I use to actually push it to Steam: task pushBuildSteam(type: Exec) { doFirst { println "Pushing build to Steam..." } workingDir = "[SteamworksDir]\\sdk\\tools\\ContentBuilder" commandLine "cmd", "/c", "builder\\steamcmd.exe", "+set_steam_guard_code", "[steam_guard_code]", "+login", "\"[username]\"", "\"[password]\"", "+run_app_build", "..\\scripts\\[CorrectVDFFile].vdf", "+quit" } You can also spit out a generated VDF file with the build number in the build's description so that it'll show up in SteamPipe. I have a single Gradle task I run that increments the build number, checks in those version files, packages both the client and server, and then uploads the packaged client to Steam. Another great thing about Gradle is that Jenkins has a solid plugin for it, so you can use Jenkins to set up a nice continuous integration pipeline for your game to push builds out regularly, which you absolutely should do if you're working with a team.
  24. Hey all! we are a team of 7 looking for a game designer, im a game designer but need help as i am doing multiple things at once, the game is being developed in UE4. the game is a futuristic action adventure game where you play as a 21 year old female who has woken up in a simulation not knowing who or where she is, but when all is unfolding the simulation gets hacked leaving eveline with no choice but to escape before she is killed inside the simulation. we are also looking for other members aswell wether you be a animator a ue4 game developer or that just email me below. if interested email liondude12@gmail.com
  25. The new sprint is here, and we ticked off some work items during the last one, i.e. we finished modeling the furniture for Clearwater’s kitchen in his apartment. We also did UWV Unwrapping, and put a nice texture on all the cupboards and stuff. We imported the kitchen to UE4 and it looks fine. We also finished modeling the furniture for his home-office and did all the UWV-texturing-UE4-things we made for the kitchen. We fixed some bad looking things on the main-character Charly Clearwater himself. We adapted his cloth and skin materials, his proportions and so on. We bought him shirt buttons, a watch and a golden ring (as he is married to Amanda by the way). See the short video below. We adapted his walking animation like a thousand times before. We improved some other animations, too, that would be relevant for the new video. We continued modeling the world-outside-Charlys-apartment-window (replica of the concept art made by our concept artist as you can see below) and created approx. one billion pieces of polygons (at least it felt like…) to build houses for Clearwater’s friendly neighborhood. Are you interested in a new apartment? 😉 We haven’t finished it yet. It’s a topic for the current sprint. The book BIZARRE Episode I is getting longer and longer. The introduction to this book, called BIZARRE: Alltagskiller (that is already published), includes a book called Excess (the book-in-book-kind-of-thing). Excess is an erotic thriller that Charly Clearwater writes during the main story, i.e. during the fulfillment of these 13 bizarre wishes. So, the reader will read two books in one while reading the book BIZARRE Episode I. After having finished the writing of the main book, the writing of Excess begins. The book is going to be heavy! 😉 Furthermore, we made a design drawing of the evil Egyptian power (see below) that is causing the whole drama to the main-character and intends to rule the world. We’ll model her and the people of this culture sometime later, after we have completed a thousand other things. We have a lot of ideas regarding her appearance and that of the ritual and cultic objects of the people from Vï|IV. Our plans for the next sprint are (see the product backlog below): We continue modeling the houses for the world-outside-Charlys-apartment-window. We improve Charly Clearwater’s appearance by adapting his skin envelopes and vertices, again. We program some things in Blueprint to optimize the correct usage of the proper animations for CC. We program the shooting animation in Blueprint and test them till we drop. We test some facial animations for CC that didn’t work when we published the colored woman video last year. In case no errors occur this time, we’ll start modeling some nice facial animations for main-character Charly Clearwater, all relevant for the new video. The facial animated Clearwater is important for the new game blog that is still unpublished, as well as for some new full body 4k pics of CC that we intend to render any time soon. We want to paint another concept art of the next game scene that we’ll probably recreate after the completion of the apartment scene. By the way, do you remember the colored woman? 🙂
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