maxim, to gamedev
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Sci-Fi adventure game devlog📌

Today I created a simple custom logic for the behavior of floating objects. The object located in the water zone checks the distance from the bottom and Add Force, Set Linear and Angular Damping. This is not related to the water plugin in Unreal Engine 5

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maxim, to gamedev
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Today I started getting to know the water plug-in in Unreal Engine 5. Night, black water, a floating creature... I just sketched quickly what was at hand

// Sci-Fi adventure game devlog with a little spice of horror

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maxim,
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I was wrong, it is not necessary to have a landscape to use the water plugin in Unreal Engine 5, there is an object called Water Body Custom

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maxim, to gamedev
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Move Component To - very easy to use but interesting node in Unreal Engine, for example, you can make a magnetic crane that will lift heavy objects, like a car in Half-Life 2

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maxim, to gamedev
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New experiment with Niagara Fluids smoke in Unreal Engine 5. The first emitter takes a spline of any shape and sends a particle along the route, this data is transmitted to another emitter for smoke. As a result, I got smoke that forms around the spline

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maxim, to gamedev
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Sci-Fi Adventure devlog 📌
Unreal Engine 5 and Niagara, I experimented a bit with smoke and Line Attraction Force. When the object enters the zone, the particles change their behavior

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maxim, to gamedev
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I am trying to make different options for object inspection. Do not pay attention HUD, only the mechanics are of interest now. What else exists, remember? I want to reproduce as many as possible in order to choose for game

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maxim, to unrealengine
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Vertigo Effect (Dolly Zoom). Today I decided to rest a little and play with effects in Unreal Engine 5. Simple value change operations with Camera Field Of View and Target Arm Length on Spring Arm Component

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maxim, to gamedev
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Sci-Fi game devlog | Unreal Engine 5 📌
I created a draft battery and added a little logic to charge the batteries, the more batteries or the less light, the slower it charges from the solar panel. I really enjoyed the process of creating widgets, I hated doing UI in Unity 🧦

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maxim, to gamedev
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I make solar panels to charge energy batteries from starlight. One of the main mechanics in the Sci-Fi game is the use of batteries, of which there will be a lot. Find or craft and charge... for tools, transport, etc

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maxim, to gamedev
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I continue to develop different mechanics related to energy, started making solar panels to charge the batteries, panel elements react to objects blocking the sun... will connect it with cables next

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maxim, to gamedev
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Unreal Engine 5 at Sunday... I studied the connections between objects and components... for experiments I created a generator, cables and consumers. Now my cables can transmit energy ⚡️🔌💡

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maxim, to gamedev
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I have an idea to use a bunch of cables to connect to different sockets of the character, for example to do like in the Matrix, if the protagonist will sleep in a special capsule

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maxim, to gamedev
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Cylinder: radius 1, length 500. Skeletal Mesh with 50 bones and Capsules colliders. The result is a 5-meter cable. And this is done without the use of third-party editors, only Unreal Engine 5

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maxim, to scifi
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I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character

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maxim, to gamedev
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Continuing the rope experiment in Unreal Engine 5 ... tried gluing two ropes together with Physics Constraint Components. Doesn't look perfect, but these problems can be solved. I think it is possible to make the behavior of a rope of any size

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jargon, to gamedev
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I've got this really nice light wind loop going on now. The tree sway step is synchronised for all trees regardless of time of creation, but I've slightly offset it based on world X position to make it look like the breeze travels across the screen. There's also a minor variation in sway amount. What do you all think?

Low poly trees on a procedurally generated hex-based terrain gently swaying in the wind. Super chill and nice to watch :)

maxim, to gamedev
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The first draft of a rope from a cylinder using only Unreal Engine 5. I created a cylinder with width 1, saved it as a static mesh, then converted it to a skeleton mesh, created a chain of bones in the skeleton mesh editor, then created a physics asset from it, and that's it. Ordinary cylinder became a rope. Next, I will try to adjust the physics so that they do not behave like worms

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stux, to unrealengine
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Equip & dequip items from the player hotbar in

https://www.youtube.com/watch?v=30QFOxOyW70

maxim, to gamedev
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Cable guy room 🚠 Unreal Engine 5

I started with a simple - add a Cable component between two components. Next, I will try to make it more difficult, after the first action, a cable will be added to the component and the protagonist... and change the length of the cable during movement

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jargon, to gamedev
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Trees have been successfully attached to the ground. Now working on some windy tree swaying.

Yea, I'm having way too much fun with this 😂

Trees swaying in the wind "completely" normally.

sinbad, to random
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F**ks sake they changed something pretty fundamental between UE 5.4 Preview and UE 5.4 Final - the ability to have multiple objects in an asset file, which SUDS relies on - the dialogue and string table are in the same asset; now the string table is gone.

I was worried they might do this because they started hiding them in 5.3 (not a problem) so I tested 5.4 Preview but everything was fine. Now it's completely broken in 5.4 Final, every single dialogue line is <MISSING STRING TABLE ENTRY> 😠

sinbad,
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I've prodded on GitHub but if anyone knows how I can escalate getting https://github.com/EpicGames/UnrealEngine/commit/a51ed8442674fe9ef21fbe4934961d59118ad084 merged into the release branch, I'd be grateful. Without it UE 5.4 totally breaks FText + StringTable usage until you build localisation so it surely must impact quite a few people

maxim, to gamedev
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Another video showing the signal fayer, throwing mechanics and the switching from protagonist to drone... now I started doing the mechanics of interacting with the power cables like in Half Life 2

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maxim, to gamedev
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Storm meditation in Unreal Engine 5 with Niagara Fluids 3D Gas Emitter

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maxim, to gamedev
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Good evening... Tried to make a storm, but my video card said me - "do it without me"... Therefore, I did not continue any further, and I will show you this

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maxim, to gamedev
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