I am really interested in chaos physics and went to plugins to see if it was enabled and it is: I have looked up tutorials on it and everything and none say how to install it so I assume it is basic. They select on the modes panel but for some reason for there isn't one. Modes is a drop down panel on the same bar as the play button and stuff. The chaos physics engine isnt one of the options it only has the default. I am on Unreal 4.25.3 windows 10 and this project is blueprints but I prefer to work in c++ blueprints is just better and faster for tests. I have looked at multiple forums and videos and noone seems to have the issue I do which is it just doesn't show up. Could I please get some help on this as it looks amazing and fun. Also if there is an easy way to get the modes selector back where it used to be and not as a dropdown. Thank you.
From what I understand, the Chaos Physics Beta is out since Unreal 4.3 but until its out of beta a source build is required to play around with it. You have to get the demo from the epic games launcher. You will also have to request to join the epic games github and download the unreal engine files, move the ChaosDestructionDemo folder to the same folder that you have your GitHub build in. You then run the GenerateProjectFiles.bat, open the created UE4.sln and then build the ChasoDestructionDemo for Development editor.
This will rebuild the whole engine with the Chaos plugin installed and then you can launch the uproject from the epic games launcher.
There are a lot of details on this forum and a couple of videos that you can have a look at too.
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos
If you have any more questions, let me know and ill try my best to help you out.
Hope you have a good time destroying stuff :)
Related
I have maybe simple question but can't find answer.
I need to make connection between Optitrack program and unity (using Unity Plugin 1.4.0) as I wrote in the title.
After I find menu to "connect" in both I can't find any guide that show how to do it with available today versions of both programs (almost always it's out of date and they use previous versions of Unity or Optritrack or both with slightly different interface, some options disappear or new appear today).
Or maybe the answer is simple and I can't understand how to do it.
It's my first post here so I hope you understand me properly about my problem.
Thank you in advance for help.
Search through random websites and try to follow the described steps. Every or most of them were out of date and use previous versions of both programs. My every try fail.
I just watched a video on YouTube: Introduction to UE4 on GitHub
Basically explaining how to get the Unreal Engine 4 source code from GitHub and how to build it in VS2013.
Now I understand the need for this if people want to make modifications to the engine itself, but if I want to use the engine as is and just program games with it, do I need to do all this?
I'm building it right now (75 minutes and counting), because I watched a UE4 programming tutorial and noticed that I was missing a few things that the programmer in the tutorial had (thought maybe because I didn't compile the Engine). I figured I needed to build the Engine because another UE4 programming tutorial said "I assume you have already downloaded the engine source from GitHub and compiled it in VS2013", nobody says why, nobody clearly states whether or not this is required to make a game in C++ using Unreal Engine 4.
No you dont need the whole engine. There is a difference between the code which builds the editor and the code which builds your game. If you only want to program your game you should create a new "code project" and modify the code you're getting after creating the new project.
I'm only posting out of frustration to be frank...
Spent the past 2 hours now searching for any guides to setting up a "plugin" while using the Corona Project Manager to build my app.
I have absolutely zero coding experience, but i'm learning.
So I am trying to learn to use Tiled to build levels, I downloaded it here: http://www.mapeditor.org/
And I tried to run this sample code as a test/teaching myself: http://developer.coronalabs.com/code/corona-tiled
Running that sample code gave me some errors naturally, reading the debug errors I'm guessing I did not yet install/unpack/setup/integrate Tiled into my app. It's trying to call and read from a few .dlls and such.
So can someone please, kindly please, point me in the right direction to getting this 3rd party tool set up? Any guides or links or even a direct answer here will be much appreciated.
Many thanks waiting eagerly~
I was able to find a basic implementation of CEF3 in Ogre3D -- but I was hoping there would be something similar for Unity3D.
Link
I am currently using Awesomium, however, I now need to use RTCPeerConnection (which requires Chromium 29+). Currently, Awesomium is only on Chromium 18, and its unclear how long it will take for that to be udpated (not going to hold my breath).
CEF is open source and updated very frequently.
I would do this myself, but I have no clue where to start. I am hoping:
Someone with enough Unity experience has either already created a CEF3 wrapper that they would be willing to share with the community, or
Someone knows how this could be accomplished and can (hopefully thoroughly) explain
i took a look at your link and the video and i think i have some useful resources to share.
i have a bit of experience on unity3d. i've never tried to embed webpages within it, HOWEVER i've stumbled accross and read a few conversations on the subject in my travels.
there is one discussion here on the unity site, that i think would interest you
UnityWebCore plugin
Also on the unity boards - someone has gone ahead and done some of the paving the way, provided a project with some demos and downloadable source here.
its not exactly Chromium Embedded Frames, but from best i can tell from your link this will accomplish what you need. (or at least get you started)
EDIT:
another discussion specifically relating to doing this with awesomium here
I wish I could pose more specific questions on this topic, but what I'm really looking for is a bird's eye view - a blog post, something from Adobe, documentation or even a book that outlines an approach, because I've had a tough time finding something comprehensive.
I've primarily been developing in a 2 man team with Flash Pro for years - an artist and developer. I've also worked in larger teams, using the same workflow:
AS code written as class files using Flash Pro editor, with minimal code on the timeline (only stops and an occasional function call when the timeline hits a certain frame).
Library assets are linked to AS3 classes where needed
Assets are placed on the main stage & main timeline, for maximum convenience of the designer.
Apps are published and built by exporting to swf with Flash Pro
No source control whatsoever except telling each other if we are going to change the fla.
Our shop is on the verge of bringing in more coders to develop a series of Flash browser games, and I'm thinking it's time to bring this workflow into the current reality. We'll want to have something that suits both artists and coders (minimizing complaints from either camp), as well as git support for source control.
Finally, my questions:
How are most developers authoring games currently? I've read a popular approach is to create art assets in a fla using Flash pro, link them to classes and export to a SWC. Code is then developed in Flash Builder, where assets are embedded.
If I take the SWC approach, is all code stripped from the timeline of MovieClip assets?
I'm aware that Flash Builder has an option to create a 'Flash professional' project which integrates the two and seems ideal, but going back and forth between Builder and Pro seemed to be crash prone. Does anyone use this approach reliably?
Will CS6 give us any advantages over CS5.5 to make it more developer friendly; ie. code-completion, etc.
Is there a way to set up workflow so the artist could make changes and then build/run the game from Flash Pro, and the developers could do it from Flash Builder - or would everyone need Flash Builder to run?
Are there any good 3rd party tools that provide code completion and an all around better development environment then the flash IDE (as an alternative to Flash Builder)?
Do people see Flash Builder as a 'must have' when working in teams or in general Flash dev?
Thanks for answering any part of these questions, or just simply sharing your experiences, opinions, and personal preferences. Any knowledge will be a big help at this point!
That is a lot of questions for one question. I'll try to somewhat cover the main topic of workflow.
The approach you describe with a pure ActionScript project with swc:s linked in is probably the most common approach (at least when it comes to more complex projects) as you want to separate code from content as much as possible. Usually I work with one artist so we sync up on functional design and then I define how the scene objects should be structured (i.e. a container clip, with XYZ child clips, naming, linkage and everything) to make it fit in with current framework or new supporting code.
You do not want any code in the flash pro timeline whatsoever, you want it all in your ActionScript files. Ideally as a programmer you shouldn't have to go into the flash scene project. However, in reality you probably will. I usually try to keep this to my own placeholder scene so I don't contaminate the production files with test and placeholders. You also really don't want several people editing in the same scene at once. One approach is to split up into several different scene projects. If you make a card game you could have something like this: card.swc, mainScene.swc, opponents.swc. That also allows for some concurrency if you are working with multiple artists.
Keeping the flash pro files in xfl format makes it a bit more source control friendly and you could actually merge two versions of the same scene but it can be a bit complex at times.
I usually solve this by making quick functional placeholder graphics that can later on is replaced by an artist (or render graphics from code).
When it comes to IDE:s, I think the most popular ones are FlashDevelop, Flash Builder and IntelliJ IDEA (With Flash Builder as my personal favourite). Get started with one and try some of the others in due time. Make sure the functions you use all day long are really good. However, if you have only been working with the flash professional environment before anything will be a drastic improvement on productivity.
I for one prioritize searching, refactoring and ease to follow the program flow, which simplifies debugging and getting into other peoples code quickly. But it all really comes down to finding a tool that runs on a frequency you can tune your mind into.
I hope that answered some of your thoughts and questions. Do not hesitate to follow up with more of them.