maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Platform behavior based on the Physics Control Plugin in Unreal Engine 5. It is not related to water, but it can be used as simple raft. I want to make a levitating stone based on it...

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

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

video/mp4

sinbad, to gamedev
@sinbad@mastodon.gamedev.place avatar

Version 3 of the ranged enemy AI - now with a special attack (spray shot), more refined positioning and LOS tests and a few other things. This time in a more realistic test level rather than the gym, so it has to react to player modification of the level geometry https://youtu.be/ElSaNkiRunM

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #UnrealEngine5 #UnrealEngine #learning #gamedesign #indiedev #ue5 #unreal

video/mp4

sinbad, to gamedev
@sinbad@mastodon.gamedev.place avatar

I couldn't find any in-built feature in UE to make an AIController "lead the target" so that you could shoot to where a target is going to be if it's moving, so I implemented that in SUSS. You just have to tell it what the velocity of your projectile is, and it'll treat the usual "SetFocus" behaviour as meaning you want the agent to face ahead of where the target is travelling so shots will connect more often

Short video of an enemy shooting the player, "leading the target" so they shoot towards where the player is going to be

MrBeam, to unrealengine
@MrBeam@mastodon.gamedev.place avatar

Moved my Unreal, Blender and Krita tools to my repository for easier access.

https://codeberg.org/MrBeam

Unreal

  • VAT Import Setting Script
  • Light Ray Tool
  • Custom Primitive Data Widget
  • Static Mesh Build Settings
  • Reparent Blueprints

Blender

  • VAT Exporter
  • Shapekey Creator
  • Sharp Seams
  • Skin Weight Tool
  • Flip Book Vertex Painter

Krita

  • Separate To RGB Channels

Have a look, maybe you'll find something useful.

SirLich, to unrealengine
@SirLich@mastodon.gamedev.place avatar

Just had a very interesting interview.

In Unreal there is usually 10 ways to do something. It's very surreal to be asked a lot of questions about methods you're aware of but haven't used extensively because there is a perfectly good alternative that you prefer for whatever reason.

It's best not to stress though. I'm confidant in my abilities, and if that doesn't come across in an interview, then that's something I can work on separately.

GameFromScratch, to unrealengine
@GameFromScratch@mastodon.gamedev.place avatar

It's that time of the month everybody! Another Epic Games asset giveaway.

Get 5 free assets, yours to keep forever, so long as you "buy" them before the first Tuesday in June. Keep growing that free digital asset hoard!
https://gamefromscratch.com/unreal-may-2024-asset-giveaway/

hq, to gamedev
@hq@mastodon.social avatar

Tried committing a relatively large code base (20GB+) into Git without Git LFS, with the intent to use --filter=tree:0; unfortunately add/commit/push are still not performant enough to handle it.

The fact that 'git push' has no "continue interrupted push / recover from network disruption" is ultimately what stopped me.

(1/X)

hq,
@hq@mastodon.social avatar

I still want a source control system that provides light weight branching for code, handles large files/assets well, permissionable paths for restricting console code and works with all the existing Git infrastructure out there. (Git LFS is still too jank as it has a separate view of the world to Git itself)

Which leads me to my question: When is Epic Games gonna write their own source control system?

(2/X)

maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

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

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #ue5 #UnrealEngine5 #scifi #game #UnrealEngine #gamedesign

video/mp4

GameFromScratch, to unrealengine
@GameFromScratch@mastodon.gamedev.place avatar

There is a MASSIVE (61 asset) new Humble for and developers from Leartes Studio. Although as you will see from the video, users can get in on the action too!

https://gamefromscratch.com/leartes-studios-unreal-and-unity-assets-giga-humble-bundle/

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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 ⚡️🔌💡

video/mp4

hyaniner, to unrealengine
@hyaniner@mastodon.gamedev.place avatar
maxim, to scifi
@maxim@mastodon.gamedev.place avatar

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 🐙

video/mp4

hyaniner, to unrealengine
@hyaniner@mastodon.gamedev.place avatar

If my understanding from what I saw in the debugging is right,

In UE5.4, everything from the CSV string table is displaying as "Missing String Table Entry" now.

Is there someone seen the string table works fine in 5.4?

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

video/mp4

jargon, to gamedev
@jargon@mastodon.gamedev.place avatar

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
@maxim@mastodon.gamedev.place avatar

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

video/mp4

jargon, to gamedev
@jargon@mastodon.gamedev.place avatar

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.

RinostarGames, to Unreal
@RinostarGames@mastodon.gamedev.place avatar

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!

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

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,
@sinbad@mastodon.gamedev.place avatar

I’ve been told that the fix for FText+StringTables has been merged for UE 5.4.2. I’ve heard anecdotally that several other plugins as well as mine have been blocked from supporting 5.4 because of that bug, so happy days if it pans out as hoped 🤞

janriemer, to random

Doomscrolling...

...but in an actual ebook/pdf 📖

janriemer,

Doomscrolling...

...in the 5.4 release notes.

https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.4-release-notes

You can hardly see the scrollbar anymore - that's how long those release notes are!

Absolutely mind-blowing! 🤯

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