Devlog, Day 3. I made a draft of a drone widget. In the example, first HUD with curve and in the drone mode - HUD with parallax, the UI reacts to movement and returns to the center
Autofocus also does a cool job of blurring the character's body. Blurs the hands while running and part of the body while looking. I also made an event to control it for clarity of the example
As an #UnrealEngine user, what do you think is the difference between the "Tool" and "Window" menus in the editor? How do you choose which one to look in first?
I made a drone with a fisheye camera and a flashlight. Switching between character and drone. Learned to work with animations from mixamo. Added several states to the character - crouching and sneaking
I like that Unreal Engine has a bunch of settings that can be used in one click to see the result. Here for example Spring Arm Component - Enable Camera Lag - Speed
March 1, 2024. Today is the day, the start of the 1 year countdown for a new game (SciFi Adventure), created a new project in Unreal Engine 5 and started experimenting with the camera
I and two other members of our small team have decided that the next project will be Sci-Fi adventure and we will make this game on Unreal Engine. We will try to make a demo in 1 year, the countdown begins on March 1, 2024
Unreal Engine it is a very interesting toy after Unity...
I created several mirrors through the Camera + Render Texture to show how the protagonist looks while moving, when he changes his vision vertically, looks funny 👽
Here is the result from the side... next I want create a separate button that blocks movement and control only the camera (tilts up side body in different directions)
Playing with Unreal Engine at night, I taught the protagonist to bend forward a little, it looks cool, you can look through the door 🚪 but it's probably not very practical, I'll try to make it sideways