Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
After 3 hours, after 5 time crashes of Unreal Engine - I did it. Chaos Flesh wheel... my video card said - let's finish this quickly, because I can't take it out anymore. As far as I understand, it is not need in the game, but to create a trailer to show the rover - yes!
Experiments with Niagara... Collision and difference in the reaction of the protagonist and other objects. Maybe you will have ideas what it can be in the game (gameplay)
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
En materia de #videojuegos estoy probando la nueva versión de #Multiversus.
De momento crashea o se queda bloqueado en la primera pantalla de carga, con los ventiladores del PC empezando a girar a toda velocidad. Con otros juegos que usan como este #UnrealEngine5 también me ha pasado, pero insistiendo mucho terminé por lograr hacerlos funcionar.
Ya veremos con este. Se habla bastante de micropagos abusivos en el juego, y eso unido al uso de motor hace gracia que los devs se llamen Players First.
It has become a little better, in addition to the line, I also draw a sprite in the coordinates of the object. I will adjust the animation later... I may also add Font Material
I started prototyping object tooltips, two simple animations and a redraw method that uses OnPaint function, in it I used Draw Line node, to be continued...
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
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?
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
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
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
New experiment with Niagara Fluids smoke in Unreal Engine 5. The first emitter takes a spline of any shape and sends a particle along the route, this data is transmitted to another emitter for smoke. As a result, I got smoke that forms around the spline
Sci-Fi Adventure devlog 📌
Unreal Engine 5 and Niagara, I experimented a bit with smoke and Line Attraction Force. When the object enters the zone, the particles change their behavior
I am trying to make different options for object inspection. Do not pay attention HUD, only the mechanics are of interest now. What else exists, remember? I want to reproduce as many as possible in order to choose for game
I make solar panels to charge energy batteries from starlight. One of the main mechanics in the Sci-Fi game is the use of batteries, of which there will be a lot. Find or craft and charge... for tools, transport, etc
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 🐙
I know I post too many cable videos, but this is the last one, or the penultimate one. Let me remind you that I am still learning Unreal Engine and at a very early stage, so I am interested in trying everything that comes to mind
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
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
Więc, Kingdom Come: Deliverance 2, pozostaje na #cryengine. Ktoś mógłby się spierać że dzisiejsze, nowsze, bardziej świeże silniki takie jak #UnrealEngine5 byłby lepszym wyborem, a sam CryEngine nie należy podobno do łatwych jeśli chodzi o tworzenie gier. Poza oczywistą odpowiedzią deweloperów że wszystkie ich procesy są obudowane wokół silnika z poprzedniej odsłony (za tym artykułem z IGN https://www.ign.com/articles/warhorse-studios-kingdom-come-deliverance-ii-interview), to sam osobiście uważam że potrzebujemy większej różnorodności jeśli chodzi o ten obszar. Konkurencja dla hegemonów musi istnieć, inaczej wpadniemy w spiralę afer takich jak ta ostatnia z Unity.
Dodatkowo ten silnik w dobrych rękach daje świetnie wyglądające gry. Crysisa wystarczyło lekko przypudrować i nie odstaje znacznie od dzisiejszych gier. Może kuleje jedynie geometria.