# Tag Info

18

I'm using GitHub for Windows which generates a nice gitignore ignoring most extraneous files like log files or files specific to VS that don't need to be shared. From what I can gather from this page in the Unreal docs, you can probably ignore these directories: DerivedDataCache Intermediate Saved I'm not going to ignore Binaries, if only because I'm ...

14

I don’t know the differences between the public version of UE4 and mine, but here is the .gitignore file I have been using: Engine/Binaries/ Engine/DerivedDataCache/ Engine/Intermediate/ Engine/Plugins/*/*/Binaries/ Engine/Plugins/*/*/Intermediate/ Engine/Programs/UnrealHeaderTool/ Engine/Programs/UnrealPak/ Engine/Saved/ Engine/Shaders/Binaries/ Engine/...

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Yes. The UDK is related to UE4 - The UDK is based off of Unreal Engine 3 to which Unreal Engine 4 is the successor. To the initial end user a number of things have changed. Unreal Engine 4 replaces UDK's Kismet Visual Scripting system with Blueprints. You can do practically everything with Blueprints and in some ways Blueprints can be considered a ...

9

The unreal engine, or more specifically the Unreal Development Kit (UDK) is a very versatile and user friendly engine. There is a big community involved with it and it has great documentation and support for it. Furthermore, everyone can use the complete engine for free until a good amount of cash is earned with your product, i believe that is $50.000 I'm ... 7 From their website Full Source Code Access With C++ source code for all of Unreal Engine 4, you can customize and extend Unreal Editor tools and Unreal Engine subsystems, including physics, audio, online, animation, rendering as well as Slate UI. With complete control over engine and gameplay code, you get everything so you can build anything. This ... 6 I am not familiar with the Unreal engine, so this answer will focus solely on Unity. Unity's game scenes are strictly euclidean and do not allow real portals. But what you can do is separate the level into individual prefab segments which you remove and add to the scene while the player is moving through the game or looking away. This method is, for example,... 5 I have managed to sort it out. Basically I have to use an Actor Iterator which iterates through every Obstacle object in the game world. Here is the code: for (TActorIterator<AObstacle> ObstacleItr(GetWorld()); ObstacleItr; ++ObstacleItr) { if (MyCharacter->collectedPickUps >= requiredAmountOfPickups) { ObstacleItr->Destroy(); ... 5 You don't need to build the the engine / editor yourself. There are several iterations of the engine (current is 4.4), since they released it earlier this year (4.0), are you sure that you used the same one as in the tutorial? You can select the version you want to use in the launcher. The only source you have to build are your own classes, you want to add ... 5 According to this link WHAT IS UDK? Unreal Development Kit was the free edition of Unreal Engine 3. It remains available for teams completing projects in UE3. Get UDK (February 2015 UDK). So you want to avoid using UDK and use Unreal Engine 4 4 You can just use UnrealPak. Engine\Binaries\Win64\UnrealPak.exe somepak.pak -extract X:\extract\here 4 I believe UE4 network architecture is roughly the same as in prior versions of Unreal Engine, perhaps with minor refinements, and goes back to the very first version of Unreal Engine. This is a client-server system with very little difference between Unreal server and clients. They run the same game simulation code, potentially even the same executable with ... 4 First thing: as @ZEKE has suggested in the comments to your question, you should check: How do I determine my games minimum hardware/software requirements? Also, in the end of the day, only experimenting can really give you final answers to that, as @Abstract-Sky has replied in the other answer. However, you can certainly have some pointers. Here, I will be ... 4 Rotating around euler-angles in world-space makes sense as long as you have a concept of a fixed horizon and a fixed "up" and "down" direction (like in a first person shooter). But in some other contexts, like a first person flight simulator (atmospheric or space), this way of handling rotations falls apart. Imagine a plane in level flight. What do you do ... 4 I should have read the description on the assets Licensed for use only with UE4 based products. Includes the character model, animations and skins Other assets that Unreal didn't make themselves are fine to use in other engines as far I have found. If you want to be sure read the description and the license that comes with the asset. 4 I think I am in the same mindset as you are. Yes you can work in 100% C++. My own project is 95% C++ I only use BPs for instantiating stuff (putting actors to the level) but every single BP of mine is nothing else than just a default values setter. It is much faster to set default values in BPs as well as performing visual stuff - for example moving ... 3 Cast<Foo> returns a Foo *. So the proper way to access your variable should be: Cast<MyCustomPlayerController>(InController)->MyCustomPlayerControllerVariable 3 All assets, including, but not limited to, sounds in Unreal Tournament 2004 are the property of Epic Games. Unless you obtain explicit permission you cannot use any asset from UT2004 in other games. I do believe you are allowed to use the assets to build maps and mods for UT2004, as long as the mods is not sold for money. You should consult a lawyer to be ... 3 Turns out that getting the difference between two vectors gives me a vector RELATIVE TO THE WORLD ORIGIN (DUHR) so that "arbitrary" spot on the map I was getting pushed to was just <0,0,0> + Unit Vector * ropeLength. In short: testPosition = Normal(testPosition - myController.TargetedHook.Location) * myController.TargetedHook.ropeLength; should ... 3 Breaking down what the editor provides and how you can side-step its usage: Compiling Technically this is something that Visual Studio is providing but still important. Compiling Unreal is non-trivial and involves invoking the Unreal Build Tool to generate some code (supports things like reflection, blueprint interfacing etc...). Doing this without using ... 3 I know they're planning to un-hardcode Gravity [Source: I'm a moderator on the official Unreal Engine forums, I know things ;)] but the best way is to either add force in the direction you want or set the player to "Flying" mode and push him about with Launch character / Add force. This is the only way without altering source code (Until they un-hard code ... 3 I figured it out. Window>Toolbar if you don't already have the toolbar up. Settings>Engine Scalability Settings> Whatever scale level you like. Evidently, that dialogue set this value to Low. I put it back up to Epic, and it's all good. 3 The only possibilty you have is to add the vertex twice, if no collision is generated, this will have almost no performance impact, if you do want collision, subclass the UProceduralmeshComponent yourself and override GetPhysicsTriMeshData to fill the collision array with non-duplicated vertices 3 In code, this is really simple to do. The following pseudo-code assumes that the objects' origins are in the center, but if they are not, then all you have to do is to translate the final positions to account for the objects' actual origins. float offset = 0.0f; // Allows you to offset the initial object. const float step = 360.0f / objectCount; for (... 3 I think you can use SetTimeDilation on the world settings. 3 Construct a matrix like so, where each vector is one column of the matrix: [ House's X+ direction | House's Y+ direction | House's Z+ direction | House's position] The fourth row should be [0, 0, 0, 1] Since you're in Unreal with its right-handed coordinate system x -> right y -> back z -> up we can write this as:$\$M = \begin{bmatrix} houseRight.x &...

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The PlayerControllers for all players exist only on the server. Each client only has its own PlayerController, but none of the others. Calling GetController on a pawn will only work if you're on the server or if the pawn is locally controlled. Instead, get the PlayerState from the pawn directly. Widgets exist only on each client, they can not and should ...

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As noted in the comments, your operator< is wrong. For std::map to function properly, the operator< must follow the so-called strict weak order. It may sound complicated, but it just means that operator< must produce sensible results. With your implementation, given for example a = Vector2(1,0); b = Vector2(0,1);, both a < b and b < a return ...

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