It already looks like gameplay and prototype game mechanics... A collection device with a limit, a device for accumulation and whatever. What's next? Make a Ghostbusters energy trap?
@robotwig sure! I love seeing the BTS along with the finished shot. But why the extraneous Viking? Just an Easter egg? Or is it process-related somehow?
Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
@mehdi_benadel I don't have any experience at all, I've been learning the engine for 3 months, but simple complex things can be done with simple approaches... I agree, writing custom modules in Niagara is difficult
On a populous colonised Mars in 2059, there are still video rental stores. K.S. Robinson's novel "Red Mars" appeared in 1993, two years before I got dial-up #internet access at home.
On today’s #GreatestTrek, Burnham and Moll teleport onto a set leftover from Apple TV’s Foundation, and engage in a little Mortal Kombat to determine the future of the Federation, and life itself.
"What’s the matter, are you old fashioned? This is the twenty-second century, the enlightened century, remember? There’s nothing a girl can’t do if she sets her mind to it."
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture
Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent
I started rereading The Hitchhiker’s Guide to The Galaxy on a whim a few days ago. I’ve read it many times, but for some reason this reread is particularly enjoyable.