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...
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
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#gamedev#unrealengine
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
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 #gamedev#unrealengine
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.
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.
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?
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 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
There is a MASSIVE (61 asset) new Humble for #UnrealEngine and #Unity3d developers from Leartes Studio. Although as you will see from the video, #GodotEngine users can get in on the action too!
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 ⚡️🔌💡
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 🐙
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
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
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> 😠
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 🤞 #unrealengine