The first draft of a rope from a cylinder using only Unreal Engine 5. I created a cylinder with width 1, saved it as a static mesh, then converted it to a skeleton mesh, created a chain of bones in the skeleton mesh editor, then created a physics asset from it, and that's it. Ordinary cylinder became a rope. Next, I will try to adjust the physics so that they do not behave like worms
Ok, I linked the mechanics of item throwing for fire extinguishing. I realized that it is not so easy to catch the moment when you need to start the gas. The object must lie on the surface. So for now I did very stupidly, catch the first collision hit once, wait 1 second, reset the linear velocity, wait 1 second again, turn off physics, spawn Niagara and Destroy Actor
Day 48, Sci-Fi Adventure. I enjoy the Unreal Engine every day. Now in the process of creating various objects of the protagonist that he can throw. This is a distracting flare
At night I tried to play with smoke and fire Niagara Fluids in Unreal Engine 5. It became clear that I don't need it yet. So I created a fire the old fashioned way, sprite animation of fire and smoke, sparks and distortion
Unpacking with a laser cutter and destroying glass, the more I practice in mechanics with Unreal Engine, the more interesting examples become... Next, I will make different types of throwing objects
Trading with NPCs fully done for my #ldjam game! I can specify which item the NPC takes and which item it gives then it checks if you have the item or already traded and adjusts what happens accordingly
Gamedev stress is when you go to PlayStation website to find out the verification status, and you see a bug to be fixed, which has already been fixed in current build. Launching the game from activity works on my side, but not work on tester side
PlayStation Game Activity - this is a headache, I didn't know it was a mandatory requirement for the game. I had to write extra code and processing to catch the message at frame 0 and skip all the in-game splash pages and main menu so the player could start playing right away
Learn how to change the look of the halftone pattern shader with different blend modes. View the Shadertoy demo to see it in action, and change the options.
This option seems the simplest for me. I just changing the color or emission parameter of the material, the actor Create Dynamic Material in BeginPlay and implements the interaction Interface