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Showing posts from 2016

2 is the magic number

"On any given Sound Cue, volume settings up to around 2.0 will increase the perceived loudness of the audio file, and anything above that would not. A single cue will never distort, but you would not want all of your files at maximum volume because it will likely overload when multiple cues play simultaneously in-game" So there you have it folks, don't pass that threshold or you'll end up with tubes from the rain forest.

I just sent my first game to steam for review.

And I haven't slept for 30 hours! Better keep going when spirits are flowing.

AntiAliasing settings at runtime

Console command r.PostProcessAAQuality sets the quality of the current AA, which is determined by your project/.ini-setting. You can set 0-6 for both TemporalAA and FXAA. Or just go without it, which is better for moving objects in the distance. The following statement is therefore incorrect.   TAA can be enabled via using the console command for r.PostProcessAAQuality The following values will enable specific features. 0: off 1: Very Low (Faster FXAA) 2: Low (FXAA) 3: Medium (Faster TemporalAA) 4: High (Default TemporallAA) 5: Very High 6: Max 

Inheritance in Unreal Engine 4

I wanted to write a tutorial about inheritance for non programmers. It's a concept that is taught early in programming classes but for someone who's starting out designing games with UE4 it's not clear how it works and why it should be used. Thankfully, The Undead Dev has already written a great tutorial, and it includes zombies with hats! The tutorial is great and is a must read for anyone who's unfamiliar with blueprint inheritance. Have a look at it here: http://www.undeaddev.com/the-family-tree-with-zombies/

A small update

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I've come to terms with the fact that most days I'm up over my head with work or new concepts I would like to try out. Writing a post each workday (as I originally wanted) is a little bit tricky to get the time and focus for, so I thought I can share some of the learning resources that I find as well as writing new content. Here's a screenshot of the abstract tabletop RPG for the HTC Vive that my partner and I are working on: Capturing play footage for VR games is a little bit difficult, but we will have a trailer soon as we are getting close to an alpha release! Oh, and I've decided to become a physicist. Thanks Spider-man.

Event Dispatchers fire on the same frame

So they are therefore better to use when events needs to occur simultaneously, instead of casting here, interface message there. I've put a note to write a post about event dispatchers, and why you want to use them. Been rather busy these past few days, will write some more during my weekend, and hopefully post some updates on the project.

Get Component Velocity vs Get Physics Linear Velocity

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This has been a little bit confusing so I thought I'd share. When working with motioncontrollers I often want to know how fast the player is moving his hands/weapons. There are two ways one might think to do this:  This will constantly return 0, and I thought it was weird. Apparently, Get Component Velocity returns Velocity relative to the parent, and since Rheld Actor Static Mesh is attached to the motioncontroller component (it's parent), this will always return 0. The right way to do it is using this function instead: " Linear velocity is the velocity of the object traveling in a straight line or in other words the body is said to be moving with linear velocity when its direction is not changing." I'm confused about this because the player is almost always changing the direction of where he moves the motioncontroller, so it seems like I would want "Physics Velocity", and not linear. This function does however not exist. Using Linear Ve

Reasons why game development is great nr 1:

I can listen to music through the major portion of the projects! Making music while playing games, is unfortunately not very productive.

Capture your scene as a cubemap in Unreal!

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If you recently got a HTC Vive, or you are familiar with software such as Virtual Desktop, then there's a chance you've viewed tons of cubemaps within VR. And if you haven't had the chance to try VR yet (you're missing out :/) you've most definitely played a 3d game where the sky consists of 6 textures, that together forms a cubemap. We place the cubemap on a sphere with inverted normals and we have atmosphere! Or no atmosphere, and you're dead. Is this real life? It's usually called a skysphere, and if you're using Unreal (which you should) you've seen it in the default level. If you don't know how to make a sphere with inverted normals, you can just check the "two sided material" checkbox in the material editor, and the textures will be displayed on both sides of your mesh. Creating cubemaps can be a little bit tricky, especially to get the textures to align properly for unreals cubemap coordinates. This workflow does not replac

Achieve straight node lines within your blueprints!

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I don't know if the grass was greener on the other side for me, but I discovered how to make the blueprint lines straight. I like the look of it, and lines that happen to cross each other is easier to follow. Less spaghetti. You can use these values to change the way the line curves as well, if you want to keep the curve but have it sharper or softer. Go to Editor Preferences -> Content Editors -> Graph Editor This is the part you want in the Graph Editor: Set the values marked with yellow to 0, and voila! Straight lines in all of your blueprints.

Hello!

Hello future readers! My name is Victor and for the past year I've invested a lot of my time into Unreal Engine 4 and everything that has to do with Virtual Reality. And that's what this blog is about. There are so many solutions, neat tricks and interesting concepts that it's difficult to keep track of everything that happens in a day. But if I immortalize it in a blog then not only will I have a library of all these things but I can share it with everyone! I have been teaching VR development using Unreal at ChronosVR development school here in Seattle. But paying 1200 dollars for a course is not what everyone is looking for. Some people are like me, and have the drive to teach themselves. But we would be almost nothing without the community that explains terminology, posts how to's and tutorials! So, to all of you who writes tutorials and answers questions on answerhub: THANK YOU! I would not be able to do what I do today if it weren't for you. I have not enti

There will be content

But today has been a long day, and knowledge that will be shared has to be understood. Sleep helps you understand, and there's something about writing a blog while drinking coffee.