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  • True, False, Maybe
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  1. Epic has made the first Preview build of Unreal Engine 4.18 available through the Epic Games launcher. Developers can now experiment with volumetric lightmaps, enhanced static skylight directionality, major clothing tool upgrades, the revamped Physics Asset Editor and Media Framework 3.0. Improvements have also been made to support for both Google's ARCore and Apple's ARKit. The desktop forward renderer on iOS, used in the Wingnut AR demo at WWDC 2017, is now available as well. A full list is available on the UE forums.
  2. Epic has made the first Preview build of Unreal Engine 4.18 available through the Epic Games launcher. Developers can now experiment with volumetric lightmaps, enhanced static skylight directionality, major clothing tool upgrades, the revamped Physics Asset Editor and Media Framework 3.0. Improvements have also been made to support for both Google's ARCore and Apple's ARKit. The desktop forward renderer on iOS, used in the Wingnut AR demo at WWDC 2017, is now available as well. A full list is available on the UE forums. View full story
  3. Finally, after years of prep, we've moved on from Half-Life mods, and came back full circle after the success of our first two titles. Now, while our last title is preparing for its debut on steam, we've started diving into our first standalone on the beautiful and glorious Unreal Engine. Background: “Half-Rats” or, for now, “Project MOPAT” will be a story-driven, cinematic first-person shooter, taking place in America in 1887. It will feature light RPG elements. It will follow the tale of “Half-Rats”, a cynical, bitter protagonist who’s led a rough and tumble life, and has a history rife with traumatic events - along with a drinking problem. After a falling-out, his estranged brother has gone missing, and Half-Rats is compelled by familial love, and the promise of one last chance at a decent life, to find him and rekindle their relationship. Little does Half-Rats know, the truth he’s about to uncover is an ugly one, and that the otherworldly agency behind it all is far uglier, and more insidious than anything he could have imagined - and it’s got big plans. The game will start off as an action/adventure, work its way into a paranormal investigative thriller, and finally end as a supernatural horror experience. Link to IndieDb Page: http://www.moddb.com/games/half-rats Engine: Unreal Engine 4 Requirements: You MUST be willing and fully able to spend at least 10-20 hours per week on this project. If you have any doubts about this, please do not apply. Required Skills: Artists: 3DS Max, Maya, Zbrush, Substance Designer/Painter, Hi-poly/Low-poly, Retopo, Proper Geo, UE4 Substance Plugins. Programmers: C++ (Unreal API), a little C#, Blackboard/Behavior Tree, Blueprints Recommended Human Skills: Willingness to learn, dedication to goal, great work ethic. Workflow/Style: PBR, Realistic Shaders, Period-style assets (1880s) As well as some fantasy Steampunk/Supernatural Elements We are looking for: Texture Artists 3D Character Artists 3D Props Artists UI Artists Gameplay Programmers AI programmers Blueprints Current Team Is: Kurt "Half-Rats" Nelson - Lead Designer, Writer, Project Director Draylon Polk - 3D Environment/Texture Artist Joe Bolzenius - 3D Environment Artist Ryan Kohr - Environment Artist Sergey Karabaev - Weapons Artist/Texture Artist Vector Baccam - Props Artist Oliver "Frag" Curtis - World Builder/Level Design/Scripting, Lighting Nicholas Welch - Animator Devan Miller - Heath Games' Resident Voice Actor We are beginning with a tech demo version, which will feature many aspects of the full game and will be using it to secure funding. At the present, our main focus is building the front-end and moving on to prototyping. - Plans to procure funding via the tech demo are in place, we just need YOUR help to get it out there! - This will be the perfect project to get great pieces for your portfolio, as well as a valuable learning experience. Contact: heathgames@outlook.com "heath_scoring" Skype
  4. Unreal Amazing Unreal Engine 4 Showcases

    I believe that this is scanned, what do you think? Is it possible to create this in UE4? Anyway looks awesome.
  5. Hello All, We at Snaketakes Studios Inc. are eager to start sharing more about our project "End of the Beginning" which is slated for PC, Xbox One & Scorpio, PS4 & PS4 Pro. We're aiming for an early 2018 release right now and want to start getting the word out. End of the Beginning is a unique sci-fi shooter with bold visuals and hardcore game play including 1st / 3rd Person shooter, flight action, space combat, and more... FIRST EVER: End of the Beginning's creators have been working with some of the top ufologists on the planet to gain access to formerly classified documents about aliens via FOIA Freedom of Information Act requests. Some of which clearly show that our governments have lied to the public about the reality and potential threat of real aliens. End of the Beginning will give players access to these documents as the players progress through the game!!! Please visit us online; www.snaketakes.com or www.eotbgame.com Check out our latest videos on YouTube at: https://www.youtube.com/channel/UCD-f9A_AyRj5n6JunXV9_Cw?view_as=subscriber We are always looking for new recruits as well so please feel free to message us. Team Snaketakes. EOTBX_Cine_A.wmv
  6. Looking to build a small team of a few developers to create a low-poly Tycoon management game in Unreal Engine 4. Current Needs A programmer fairly-well versed in optimizing algorithms for large datasets and understanding the limitations thereof. (e.g. flow field pathfinding and algorithm development.) An artist/modeler capable of creating low-poly models and helping design the look and feel of the game. I have a rough framework for how the game will proceed, but the details are still being established. As a member of this team you will have a large role in shaping those details and how the player will interact with the game. PM me with details if you're interested.
  7. I'm confused by this... This is my function declaration and definition: UFUNCTION(BlueprintPure, Category = "Spawn", meta = (BlueprintProtected)) void RandomEmptySpawnLocation(FVector& Location); void AWormGameMode::RandomEmptySpawnLocation(FVector& Location) { TArray<int> RowWithSpaceID; TArray<int> ColumnWithSpaceID; for (auto rowID = 0; rowID < GridSlotsOccupiedMap.Num(); rowID++) { for (auto columnID = 0; columnID < GridSlotsOccupiedMap[0].BoolRow.Num(); columnID++) { if (!GridSlotsOccupiedMap[rowID][columnID]) { RowWithSpaceID.Add(rowID); ColumnWithSpaceID.Add(columnID); } } } int IDToUse = FMath::RandRange(0, RowWithSpaceID.Num() - 1); UE_LOG(LogTemp, Warning, TEXT("IDToUse = %i"), IDToUse) int MiddleColumnID = (GridWidth / GridBlockSize - 1) / 2; int MiddleRowID = (GridHeight / GridBlockSize - 1) / 2; Location.X = (ColumnWithSpaceID[IDToUse] - MiddleColumnID) * GridBlockSize; Location.Y = 50.f; Location.Z = (-RowWithSpaceID[IDToUse] + MiddleRowID) * GridBlockSize; } It simply check the bool map that contains the "Occupied/Empty" status for every grid slots, it stores the empty ones and then it picks one at random to be used as a spawn for pickup or player. I am spawning 2 things, a pickup and a player, but as you can see from the console output, that function fired 4 times... A row as ID ranging from 0 to 24 so ID 22 is the purple player, and ID 42 is the red pickup (24 + 18). But, there is nothing at ID 291 and 441...furthermore, I debugged step by step and only 2 spawn events happen, not 4... so why is my function called twice from every spawn event inside blueprint?! I'll put below also the linkage of the function in blueprint, in case help to answer my doubt. image link
  8. I really don't understand what I'm doing wron here... I have a Box Collision component (I'll call it Collider) Attached to an ArrowComponent (needed only to offset the pivot of the Collider and match the pivot on the mesh) Attached to the player mesh (just a cube). In the image below you can see my Collider settings: As you can see from my blueprint image below, I check the last index of the WormPlayer which is the Head (is made out of blocks) and I predict where it is going to be moved, I set the Collider (technically the Parent Arrow, to keep the 5 unit offset on the Z axis that I need) to that location and I have a Branch in there which I'll eventually use to stop the worm body from updating position when we pick a Pickup (since at the pickup spot is spawned a new Head for the Worm, and the Worm doesn't have to move that turn). Problem is, even though in SetWorldLocation I have the sweep active, the "Event Hit" node is never being called, I am testing it with a printString that says "COLLISION!!!"...and it never happens. So why is my Hit check failing? I've also made a video to further prove it is not colliding ->> http://i.imgur.com/CQhMUpb.mp4 This is my Event Hit code , as you can see there is a PrintString in there which never fires.
  9. I'm trying to include my Header with helpful functions into my unreal project in order to be able to include it in many other .h classes generated from inside the Editor so that they all can access them, but I am getting a lot of Errors... This is my .h file created from inside VS which I would like to use inside my project:
  10. As the title says, the function below is crashing the Unreal Engine but I can't understand the reason... I'm pretty sure that the first line is good. But the variable "World" in the second line, if I try to access a public variable of it (like GridHeight in the line below it), the engine immediately crash. I haven't the slightest idea of why... Any guess of what is happening? void UWormHelperFunctions::WorldLocationToGridID(UObject* WorldContextObject, FVector Location, int& Row, int& Column) { UWorld* World = Cast<UWorld>(WorldContextObject); AWormGameMode* GameMode = Cast<AWormGameMode>(World->GetAuthGameMode()); if (GameMode->IsValidLowLevel()) { int RowMiddleID = (GameMode->GridHeight / GameMode->GridBlockSize) / 2; int ColumnMiddleID = (GameMode->GridWidth / GameMode->GridBlockSize) / 2; int GridBlockSize = GameMode->GridBlockSize; ------------------------------------------ Row = -Location.Z / GridBlockSize + RowMiddleID; Column = Location.X / GridBlockSize + ColumnMiddleID; } }
  11. Well, the class below is the only thing I messed with, is the player blueprint for the worm game, so the bug is 100% in the image below, problem is that I don't have the slightest idea of how to debug it x_x Though if someone feels brave enough and wants to take a look, I have commented the section with what I think and hope my code is doing, but probably is not... Basically my whole reasoning was this: We start driving the "Head" of the worm, when we Hit a Pickup then we use its location to initialize a new StaticMesh and store it in the Array of StaticMeshes that represents the "body blocks" of the Worm, and of course the last element we added thus the last index is always the (new) "Head". So to update the position my idea was that every index starting from 0 and except the last is set to the position of the index in front of it, and then the last index (the Head) moves in the direction of the key pressed (since it has no other block to follow). Also we don't update position the turn we hit the pickup because the rest of the body don't move and the the new head is added where the pickup was. I also put a poor quality video below so you see Unreal engine exploding Blue is the Worm, green is the Pickup. By the way, also notice that the blocks of the body even though being added and showing up at the correct location, are not moving at all... http://i.imgur.com/Ytaq2Yv.mp4 ImageLink
  12. I didn't had much luck so far asking on the Unreal official forum (seems there is not much traffic over there ), so I'll ask my question here as well in the hope that someone knows ^_^' I'm trying to make a Worm game using Unreal mixing C++ and Blueprint, here some of the code I have: struct TArrayBool { TArray<bool> BoolRow; inline bool& operator[](int Column) { return BoolRow[Column]; } }; //Inside the WormGameMode.h //... //This multi-dimensional array holds bool to represent if a block in the grid of the game is already occupied or not //This way I know in which grid blocks I am allowed to spawn Pickups TArray<TArrayBool> GridSlotsOccupiedMap; //Inside the WormGameMode.cpp AWormGameMode::AWormGameMode():AGameModeBase() { //Setup GridSlotsOccupiedMap TArrayBool Temp; Temp.BoolRow.Init(false, GridWidth / GridBlockSize); GridSlotsOccupiedMap.Init(Temp, GridHeight / GridBlockSize); } //This is a BlueprintNativeEvent //It just Toggle the occupied status at a given [row][column] in the map void AWormGameMode::ToggleOccupiedBlock_Implementation(int Row, int Column) { GridSlotsOccupiedMap[Row][Column] = GridSlotsOccupiedMap[Row][Column] == true ? false : true; } As you see when I spawn a pickup I toggle the corresponding bool inside the "GridSlotsOccupiedMap" 2dArray inside the class and then use InitPickupID to store that same ID inside the pickup itself, so when the Worm collide with it and the pickup get destroyed I know which ID on the 2dArray should be toggled again (as allowed starting position for spawned stuff). So my concern here is, is it possible that the SpawnActor by random chance spawns the pickup just in front of my Worm which steps on it before the InitPickupID is executed? If that could happen I wouldn't be able to toggle the corresponding ID on the map thus that slot won't be able to spawn any more pickups. So there is a way for me to pass those informations directly to the Pickup.h constructor so that the ID is recorded before the spawning? BlueprintImageLink
  13. From the album Rock Of Ages 2: Bigger & Boulder

    Sisyphus and Smiley boulder are back in Rock of Ages 2 with the Classic Pack! The Classic Pack is free for the owners of Rock of Ages 1 on Steam and PlayStation. It also includes the soundtrack on Steam only. Rock of Ages 2: Bigger & Boulder is a rock rolling racing / tower defense game with lots of destruction! Available NOW on Steam, PS4 and Xbox One. Steam: http://store.steampowered.com/app/434460/Rock_of_Ages_2_Bigger__Boulder/ PS4: https://store.playstation.com/#!/search/q=rock%20of%20ages%202 Xbox One: https://www.microsoft.com/store/p/Rock-of-Ages-2-Bigger-Boulder-/BZMCVGQK6MLN?rtc=2 Launch trailer: https://youtu.be/f-Pr5AsHHag For more info on the game visit http://www.rockofages2.com/
  14. Looking for project

    Hi, I'm a professional developer with 4 years of experience in web technologies with basic knowledge in Unity and Unreal(developed few simple pet projects). Looking for a hobby project. Good profiency in C++ and basic in C#, tried some stuff also in APIs like DirectX and Vulkan.
  15. Google has announced ARCore, which brings augmented reality (AR) to the Android ecosystem, and Epic Games has announced that Unreal Engine 4 support for ARCore is now available through Google's developer preview. Epic will ship ARCore support in Unreal Engine 4.18 which will launch in mid-October. From the Epic blog post:
  16. Google has announced ARCore, which brings augmented reality (AR) to the Android ecosystem, and Epic Games has announced that Unreal Engine 4 support for ARCore is now available through Google's developer preview. Epic will ship ARCore support in Unreal Engine 4.18 which will launch in mid-October. From the Epic blog post: View full story
  17. Looking for a Team

    Looking to put together a small team of roughly 2 to 3 people interested in working on a short horror game in the UE4 Engine. Team Members Needed: Engineers/Programmer experienced with C++ and would feel comfortable with programming basic enemy AI. Character Modeler The project is still in its rough outlines phase and currently, I'm working on gathering assets and other needed items. Feel free to note me or post if you have any questions and if you're interested in joining feel free to email me.
  18. Noob questions about performance

    This question are so basic that I feel bad opening a topic for it, whish there was a chat instead, maybe I should propose that later Anyway, here's my code: // Called every frame void UOpenDoor::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) { Super::TickComponent(DeltaTime, TickType, ThisTickFunction); OpenDoor(DeltaTime); } void UOpenDoor::OpenDoor(float DeltaTime) { float RotationAmmount = RotationSpeed * DeltaTime; if (!FMath::IsNearlyEqual(CurrentYaw, OpenYaw, RotationAmmount)) { float NewYaw = CurrentYaw - RotationAmmount; CurrentYaw += NewYaw < -180 ? NewYaw + 360 : -RotationAmmount; GetOwner()->SetActorRotation(FRotator(0.f, CurrentYaw, 0.f)); } } My question pertains the OpenDoor() function called every frame. As you see I'm creating 2 floats inside of it every frame(let's assume this door keep opening forever), is this a good practice or since it happens every frame I should rather have those 2 floats as persistent private variable of my class? Between the two methods, there can be any noticeable performance difference with many assets that create 2 floats at every frame? My second question is similar to the first, but is about the GetOwner() function called every frame. Should I rather store a Owner pointer in my class? Can this become noticeably expensive if I have many objects calling GetOwner function at every frame?
  19. Rock of Ages 2 is out NOW!

    Hi everyone, The wait is finally over! We are so happy to release yet another game which we are super proud of having created. We thank all the people that have stuck with us over this rather long development cycle and we really hope everyone enjoys the game. Thank you again! The ACE Team More info about the game and links to Steam, Xbox One and PS4 store pages can be found on the Rock of Ages 2 website. --- What is Rock of Ages II: Bigger & Boulder? Rock of Ages II: Bigger & Boulder is a game that improves on all aspects of the original. Up to 4 players can battle in crazy boulder mayhem. New impressive art periods, more historical characters and the funniest story clips we've ever made. All rendered with highly improved destruction / physics and effects - powered by our first Unreal Engine 4 game. Official website Steam store page Trailer Follow ACE Team: Rock of Ages 2 Steam community hub ACE Team website (Under construction) ACE Team group on Steam Discord Reddit Twitter Facebook "ACE Team fans" Facebook page Youtube Twitch Player me Tumblr Instagram Minds Gab Google+ IndieDB ACE Team forums Steam Curator Pinterest ВКонтакте
  20. Beneath rolling red hills Mars hides many secrets. Behind walls of glass, humanity struggles to scrape a living on this inhospitable planet. NextLife offers solace, a cushion to the suffering of man. The company has developed a drug with miraculous restorative properties – it cures previously thought incurable illnesses, cancers, it has even been demonstrated to regrow lost limbs. But what happens when miracles turn sour? What happens when your society’s medicine becomes its master? When its pills become its shackles? What happens when society collapses? You escape or you die. We're a team of 11 people currently working on a low-poly post-apocalyptic open world RPG that we call "AfterMars". The plan is to first make a demo, then release it alongside a kickstarter. If the kickstarter goal is met, the team gets paid using the kickstarter money to create the full game. Everyone on the team would also get royalties when the full game is released. Here are some screenshots of the assets we have made: All that we need right now is someone capable of working alongside our programmers, piecing this game together inside of Unreal Engine Would you like to be that person? DM me, reply to this post, or email me: benjamin@grimm.nu
  21. Unreal BP - Mesh rotation problem

    Was trying to replicate my .cpp code that opens a door when a player stands on a trigger volume, but this time using Blueprint, and I'm having some problems, image below RotationSpeed is 50 and is multiplied by DeltaTime, and yet when I stand on the Box volume, the door start spinning like crazy so fast that it blurs out into multiple door after-images... Obviously I am doing some mistake here, can you see it?
  22. We can discuss the genre and game dynamics together. I would be the artist.
  23. Hi from Thunder Cloud Studio, We are Thunder Cloud, a 3D animation studio that specialized in model and animation oursourcing, we produce this as a casual activity, we also are available for indie studio who looking for 3D animation or game cinematic similar or lower quality. If you are interest in us please check out our website: Link. Or else just hope you guys enjoy the clip. The song is kinda old school, featuring in the Super Mario Western Show, thinking its too good to be forgotten, we decide to revive the feeling with the LOL characters. Please check out our work: link
  24. Epic Games has announced the latest round of Unreal Dev Grants, a $5 million initiative that awards developers with no-strings-attached funding for their valuable contributions to the Unreal Engine community. Spanning a wide array of projects, including video games in development to the work of diligent community supporters, 15 recipients are receiving a total exceeding $200,000 in cash assistance today. Today’s new round of Unreal Dev Grants are being awarded to the following 15 projects and developers: TINY METAL by Area 35 Area 35 invites players to join second lieutenant Nathan Gries and his troops in TINY METAL, a turn-based strategy game heading to Nintendo Switch, PlayStation 4, PC and Mac later this year. Players help Nathan defend against the invading Zipang army with ground and air units. Pyotes: Need to Survive Pyotes: Need To Survive features a race of extraterrestrial origin whose civilization, on the brink of homelessness, searches the universe for the ideal planet to inhabit. With a mix of adventure and strategy gameplay, Pyotes brings to life original characters and a rich world through high-quality animations and artistic detail. https://www.youtube.com/watch?v=8KH6qrUUVY0 Maelstrom by Gunpowder Games Naval combat meets grim fantasy and magic in Gunpowder Games’s debut title, Maelstrom. Players captain Orc, Dwarf or Human warships and sail the turbulent Abyssal Ocean to tackle single-player challenges and multiplayer skirmishes. Check out their recently launched Kickstarter for more information. Bright Memory by FYQD Set in the future, Bright Memory is a first-person shooter built entirely in Blueprints by Chinese solo developer Zeng Xiancheng. The impressive game combines many action gameplay elements to give players an unforgettable experience and is due out in 2018. Decoherence by Efecto Studios Developed by Colombian independent team Efecto Studios, Decoherence is a battle strategy game in which the player sets up a team of robots and pits them against an opponent's team. Five Minutes Rage by Indomitus Games Five Minutes Rage is a unique 2.5D multiplayer game packed with adrenaline where two teams of "junkbots” battle to the death with cannon shots to throw the ball into the goal. Project Wingman by RD-B2 Project Wingman is an independently developed combat flight action game with an emphasis on refined gameplay, true-to-its-roots inspirations, and a single-player experience that puts the player in the flightsuit of a mercenary combat pilot in a world on fire. Giraffe and Annika by KamiPallet Giraffe and Annika is a 3D adventure game for PC where the player follows the story of the cat-eared girl, Annika, as she explores the mysterious island of Spika. The Blueprint-driven game from KamiPallet features music-based battles with synchronized animations and effects. Giraffe and Annika is due out on PC in 2018. Legion 1917: Rise of the Bolsheviks by Sornyak Arts The debut title from Sornyak Arts, an independent Czech-Slovak studio, is Legion 1917: Rise of the Bolsheviks, a story-driven tactical strategy game for PC, Mac and Linux. The hand-painted journey unfolds where the Russian Civil War begins and eventually engulfs the country in flames. Exploration of the land and interactions with characters and objects flows in real time, whereas skirmishes open up a distinct turn-based combat mode. Project Echo: Knights of the Future by OctoBox Interactive St. Petersburg-based independent studio Octobox Interactive are making the Western-themed VR shooter High Noon as well as the tactical mech battle game Project Echo: Knights of the Future with UE4. Sky Noon by Lunar Rooster Sky Noon is a first-person shooter with brawler mechanics from New Zealand developer Lunar Rooster. Players are equipped with a grappling hook, a lasso and an arsenal of weapons and abilities. LG Tang Chinese Developer LG Tang has been instrumental in supporting the Unreal Engine community in China by translating many tutorials and other informational videos. Find hundreds of LG Tang’s UE4 videos on Youku. Dustin Lee Dustin Lee has created numerous high-value learning resources for Korean developers covering many aspects of game development in Unreal Engine 4. Find more on his YouTube channel and blog. Fractal Mob The Utah-based team at Fractal Mob has always loved foosball and video games but felt a bit underwhelmed when playing modern day foosball video games. A lack of physical input was the primary problem but, even then, something was missing. “Foos” manages to keep the physical input everyone loves while adding crazy arcade elements thanks to their clever use of UE4 in a table-top setting. It’s a fun, exciting and refreshing take on the classic experience. Fractal Mob specializes in virtual reality and real-time visualization, and can be contacted on their website. Absolute Elimination by Scoob Absolute Elimination is a wildly popular mod for Unreal Tournament. It provides a round-based, team-oriented survival mode to the game inspired by celebrated mods in previous Unreal Engine games. The developer, Scoob, has been maintaining support for the mod for over a year by implementing community feedback, providing version changelists and documenting known issues. Read more about Absolute Elimination on Scoob's forum thread.