DavitMasia, to gamedev
@DavitMasia@mastodon.gamedev.place avatar

Whats the simplest way to detect if a value is increasing or decreasing in C++ ?

DavitMasia,
@DavitMasia@mastodon.gamedev.place avatar

@mezz This is what im trying to do.

raptor85,
@raptor85@mastodon.gamedev.place avatar

@DavitMasia @mezz

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)

GhislainGir, to unrealengine
@GhislainGir@mastodon.gamedev.place avatar

🥳I released a video that should help you get started with setting up skeletal foliage interaction in UE5.

https://youtu.be/ZjQKHHtczIw?si=SqhavniJrJSj-Rsw

Files are available as a Tier 2 reward on my Patreon: https://www.patreon.com/GhislainGir

Thanks for the support <3

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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?

#gamedev #indiedev #gameplay #UnrealEngine5 #UnrealEngine #ue5 #gaming #videogames #HashtagGames #vfx #scifi #game

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture

maxim,
@maxim@mastodon.gamedev.place avatar

Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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!

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@Xen4n 😘

geoffeep,

@maxim Looks far less disturbing than I was expecting a Chaos Flesh Wheel to look, but maybe the old Unreal meat cube demo made me think it was going somewhere else :P

psychicparrot42, to unrealengine
@psychicparrot42@mastodon.gamedev.place avatar

My instinct to capitalise the 'object' in 'sub object' keeps slipping me up when I use Unreal's CreateDefaultSubobject function. Gah! I want to capitalise the object SO MUCH!!! #UE5

psychicparrot42,
@psychicparrot42@mastodon.gamedev.place avatar

@JeremiahFieldhaven JOB DONE! 🤣👍

JeremiahFieldhaven,
@JeremiahFieldhaven@mastodon.gamedev.place avatar
maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Today I decided to do nothing but build mechanics and learn the Unreal Engine, hence the many posts... hope you like the result. I took the animation from mixamo and made the material for the energy field

#gamedev #indiedev #indiegamedev #UnrealEngine #gaming #videogames #HashtagGames #unreal #UnrealEngine5 #ue5 #scifi

video/mp4

maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

I decided to alive the post-processing volume, that I did last week, replace variables in material to Parameter Collection. In the blueprint, I take the data from the timeline node. It doesn't look well, but it's the first step

video/mp4

DavitMasia, to unrealengine
@DavitMasia@mastodon.gamedev.place avatar

In UE, the Node "NormalFromHeighmap" generates a NormalMap from a greyscale.

Accepts texture object(baked), but how to do from a generated image like noise, edited/blended texture, etc...?

DavitMasia,
@DavitMasia@mastodon.gamedev.place avatar

Or with Texture Sample

sinbad,
@sinbad@mastodon.gamedev.place avatar

@DavitMasia I suspect the issue is that in order to generate the normals it has to take multiple samples around the original sample to calculate the slope; it can’t do it just from a float (no surrounding context). You can double-click on the node to see how it’s implemented to check & maybe do the lower level ops with multi sampled data of your choosing

dergell, to gamedev
@dergell@mastodon.gamedev.place avatar

Sometimes I may overengineer stuff?

I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.

Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.

Here's more info from someone who basically had the same idea:
https://forums.unrealengine.com/t/problem-with-creating-a-generic-server-call-system/34974

dergell,
@dergell@mastodon.gamedev.place avatar

@SirLich Yes, there's almost always some kind of workaround you could use, but then that means even more effort put into a topic that's just for me as a developer and probably never noticed by anyone else, especially not players. So, is it really worth it? Don't know, maybe, but I'll probably just go with a little more duplication and use that time for actual progress.

However, it's reassuring that it's not just me doing weird stuff here 😄

SirLich,
@SirLich@mastodon.gamedev.place avatar

@dergell My company fights against unreal all the time. Another funky one is no TArray inside of TMap -you need a FStruct dummy layer in between.

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #leveldesign #vfx #UnrealEngine5 #ue5 #IndieGameDev #screenshotsaturday

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

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

maxim, to unrealengine
@maxim@mastodon.gamedev.place avatar

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

#UnrealEngine #vfx #gamedev #ue5 #gameplay #gamedesign #indiedev

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@feyter today was just such a day, there are days when everything falls out of hand

feyter,
@feyter@mastodon.gamedev.place avatar

@maxim happy to hear that this should not be the norm 😂

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Unreal Engine level design 🔥
The concept (idea) can be like this - use Chaos destruction for the wall to go into the room in which the ceiling is on fire, and then, while in the room, trigger the chaos event to collapse the ceiling

#gamedev #leveldesign #UnrealEngine5 #ue5 #gamedesign #vfx #indiedev #gaming

video/mp4

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #ScreenshotSaturday #UnrealEngine #gaming #scifi #indiegame #UnrealEngine5 #ue5 #indiedev #videogames

video/mp4

daniilskli,
@daniilskli@mastodon.ml avatar

@maxim Awesome!

If you can share, I'd be interested to know how it works technically, how the geometry deforms or whatever. Because as far as I know, usually in games, if there are any destructions, it's a pre-broken geometry, which at the right moment just replaces the whole one and falls apart. And here everything is dynamic, laser, I have not seen such a thing. 😅

maxim,
@maxim@mastodon.gamedev.place avatar

@daniilskli
just search on YouTube: Unreal Engine 5 Geometry Script

you will find a couple of videos with similar examples

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Today I tried what Geometry Script is in Unreal Engine 5. Cool features, but I won't use it for the game. Maybe only as tools for level design

#gamedev #ScreenshotSaturday #UnrealEngine #ue5 #indiedev #IndieGameDev #games

video/mp4

maxim,
@maxim@mastodon.gamedev.place avatar

@njamster @ben very expensive pleasure for such a simulator, although it looks really interesting

maxim,
@maxim@mastodon.gamedev.place avatar

@glukozavr just experimenting, such mechanics are uncontrolled, it is better to use chaos destruction

DKesserich, to Unreal
@DKesserich@mastodon.gamedev.place avatar

Can anyone help me out with something? Config variables and CVars are not working the way that they should be in my project and it's making me crazy.

more info:
https://forums.unrealengine.com/t/confused-by-console-variables/1858012

SirLich,
@SirLich@mastodon.gamedev.place avatar

@DKesserich You don't need a separate developer settings class. CVars can be set directly from .in. The syntax is a little funky, but you should be able to find some examples in the engine installation

DKesserich,
@DKesserich@mastodon.gamedev.place avatar

@SirLich yeah, I've tried without the settings class and the CVars still wouldn't load from ini. I've landed on manually setting their values after loading the config, but that's still not working consistently between the editor and a packaged build.

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