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
An interesting fact about Unreal Engine 5, I don't know if it was in UE4, but now when creating volume material you need to place Exponential Height Fog on the scene and on Volumetric Fog, otherwise, the material is not displayed
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
No code -> No fan... I hate tasks that are not related to the development of the game itself, I put it off every day, dozens have already accumulated, I'm so lazy to do it, how do you cope with it?
Need more practice, so today I decided to learn more about Post Processing in Unreal Engine 5, I made the draft of the scanner Material. The final goal is to do as in the game Days Gone or Death Stranding. What other examples do you like?
Gone in 60 Seconds. I was troubled by the thought of the mechanics of the detective, the reflection of the decals if you shine an ultraviolet light on them, so I made the first draft
@otter_linnus in this implementation there are no collisions, the light direction, vector and radius are passed as data for the decal material to render part of the texture... but yes, you can do it easier, via collision and render the whole decal
@otter_linnus there is the starting point of the light and the distance, and there is a conditional radius of the end of the searchlight, I transfer these data to the decal material
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
It is not so easy to come up with a name for a game, so I put this question in the closet. The project has a code name, but until there is at least some gameplay or alpha of the game, there is no steam page. Sometimes I try to squeeze a name out of myself, but so far nothing comes out
There will be many anomalous zones on this planet, one of which is magnetic. Some stones will levitate in such areas. It will be possible to extract a special ore from them
The instability of magnetic fields can be used to install a special generator for charging vehicle batteries. But there are also rules that will limit the mechanics of the hero, for example, blocking some functions due to magnetic interference
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
In Unity, I liked creating my own editors to work with game data, scene object states, quick testing, etc. Today I tried similar possibilities in Unreal Engine. Editor Utility Widget it's a much more cool system, and with blueprint it's a whole other level of tool building #gamedev
@MrBehemo it is always nice to know that there is an opportunity, and whether to use it or not depends on the mood, automation sometimes comes in a moment of enlightenment 🤣