I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.
Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.
Been playing around with some RC truck physics in Unreal with Chaos. It's gonna take some hackery to get them where I want them to be, but it's a good start I reckon. 🤔 #UE5
An example of using the Exponential Height Fog and how the lighting looks with it... what I love about the Unreal Engine 5, a couple of objects in the scene make magic, I only adjusted the distance and density
Today's achievement with Unreal Engine - worked a little on water and underwater effects. Material for post-processing underwater visual and material for caustics as Decal. It's still not perfect for gameplay my goal was more educational
I reduced the size of the hole creation and connected this to the laser cutter. It looks interesting, maybe there will be several places in the game where you need to cut a hole, but with a combination of Chaos Destruction and Geometry Script
I'm investigating the best way to analyse a (Win64, C++, #ue5) minidump these days. Rider doesn't do it (barring .Net), which is a shame. WinDbg is super unfriendly and I hate it. VS works quite well, but I'd rather not rely on it - I only really use the compilers as a back-end these days so don't pay for it.
I feel like a new debug tool was discussed around here recently but I can't remember it for the life of me what it was called or whether it was suited to minidump analysis. Any tips?
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
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
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
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
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
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
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?
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
Aller il est temps de respecter la coutume et de faire mon #introduction
Je suis Skunk car j'aime bien les moufettes 🦨. Homme franco-suisse de 40 ans. Pas vraiment français ni vraiment suisse mais je m'en fout j'aime mon petit bout de pays bizarre.
Contrôleur aérien et pilote privé. Je baigne dans l'aéronautique depuis mon adolescence donc forcément j'ai basculé du coté obscur de la force et bosse dans le secteur.
Je vole de moins en moins car tout coûte cher dans la vie et ayant grandi avec un IBM PS/1 à la maison je suis forcément devenu geek et gamer. Je peux donc assouvir ma soif de vol aux instruments grâce à Flight Sim et Xplane (et pas du tout car il est impossible de louer un #Airbus).
A 20 j'ai décidé réaliser mon rêve; être artiste et devenir écrivain. A 30 ans j'ai pris la décision de me sortir les doigts du fondement pour quitter mon job. A 40 ans je suis toujours dans l'aérien et n'ai que des manuscrits non réécrit ou corrigés...
Du coup, nouveau plan ! Je vais apprendre le #python et le #c++, #blender et #unrealengine. Perfectionner mes #mathématiques, faire du #datascience et écrire des #algorithmes pour devenir un gros profiteur #capitaliste qui paie son loyer en faisant du #trading. Mais surtout pour reprendre le contrôle sur mon emploi du temps et utiliser ce temps libre pour l'écriture mais aussi devenir expert #ue5, monter une entreprise dédiée à ça qui finira par faire des jeux vidéos car le #10èmeArt c'est la vie ❤️
La suite est simple: Succès, domination du monde, fêtes, abus, mst, alcoolisme, mort.
Mais bon pour l'instant je soigne ma procrastination en traînant sur le Fediverse donc ça n'avance pas beaucoup cette histoire...
Ok, I linked the mechanics of item throwing for fire extinguishing. I realized that it is not so easy to catch the moment when you need to start the gas. The object must lie on the surface. So for now I did very stupidly, catch the first collision hit once, wait 1 second, reset the linear velocity, wait 1 second again, turn off physics, spawn Niagara and Destroy Actor
Thanks to everyone who helped make the showcase / sale period a success, I really appreciate it. And new customers seem very happy so that's nice. ☺ #ue5#unrealengine
Just playing with Niagara and Chaos... perhaps it will be an energy wave from an impulse created by either a hero's defense weapon or some stationary equipment
I want to make an sonic instrument or ultrasound in the game like sonic screwdriver from Doctor Who
I'm still a beginner, so the implementation will be simple for now, I made Niagara, which will be projected onto the surface of the object, and then activate the force for chaos
A couple of days ago I showed the implementation of a scanner based on Niagara and static mesh, I decided to make another variant that requires less resources and can be configured - to transfer random positions from a Spline