I added some better investigation behaviour on top of his combat behaviour (which is also snappier now thanks to fixing some problems with my custom EQS bits). All implemented with Utility AI via SUSS https://youtu.be/9Nr6s760E7Q
I've found myself making custom EQS code for SUSS because I found limitations with core #unreal. E.g. the "Trace" test is for line of sight, but if you use anything other than a line, you can get false positives because the tests always start exactly on the end points. Although you can ignore the actors there, if there are other things very close to them, but technically on the other side, they can clip & fail the test when LOS is fine. Here's an example with a sphere LOS test, core vs custom
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
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
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
Oh, that will work. Now we can apply a test texture (or I could have used a decal, I know) to the outside to get a sense of how it might look to install art on a standard night stand. #unreal#IKEA#IkeaHacks
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 🧦
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
It's not quite a cable, it's a tentacles, but the concept of creation is very similar. Particles in Niagara that keep a certain distance between themselves. Maybe someday I'll come up with something to do with it 🐙
I know I post too many cable videos, but this is the last one, or the penultimate one. Let me remind you that I am still learning Unreal Engine and at a very early stage, so I am interested in trying everything that comes to mind
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
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
Does anyone know how to make jumping spider enemies in Unreal Engine? We have cobbled something together but it doesn't work as well as we'd like and wondering if anyone knows of a tutorial or has any advice. Thanks in advance!
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> 😠
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
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
Made a second object for throws. This flare is not for lighting, because the protagonist has a flashlight... this item is a tool to distract the creatures that live on this planet
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
Day 48, Sci-Fi Adventure. I enjoy the Unreal Engine every day. Now in the process of creating various objects of the protagonist that he can throw. This is a distracting flare