I did this a few months ago. Now I'm thinking if it would be ok to use it for a wheeled Rover. If gameplay is 1st person view and wheels will not be visible during the movement of the rover. Activate the complex suspension and wheels where the camera will be 3rd person
Today in Unreal Engine I experimented with materials. I'm trying to figure out how to make an animated grid for scanning space, something like Terminator. My task - animate one cell that moves on the grid.
I want to create material for a widget. It is easier to do it in the widget itself, use only a simple material that draws the grid, and make the movement of the cell itself through a sequence in the widget
if this is in a function being run previous will always be 0.0 as that's what you're setting it to at the top. The "quick" solution is to make previous "static" so it persists between function calls. From context though it looks like the accel is a member value of a class you're calling this from so a cleaner way to do this would be to implement getter/setter functions and update your previous/delta values there when it's changed. (depending on what you're trying to do)
Whenever I kick off a new game project, the first thing I do is play every other game like it until I lose all enthusiasm (because I know I'll never be able to compete with them as a no budget indie dev!) .. I then go make something else instead. 🤪
.. I'm kidding. Don't do this! Keep the faith. Make the thing. You got this! 🤣
I feel more confident and ready to make a Sci-Fi adventure game. My result of studying the Unreal Engine for May 2024, the 3rd month of the transition from Unity to Unreal
Stunt Xpress is a game where you drive a delivery van off a ramp, and while airborne, shoot a parcel into a plane flying nearby... And no. That's not a scripted event 😉 #godotengine#indiedev#indiegame