I thought I was being really smart by using sockets on weapons to position melee attacks so that you can just trigger overlaps via anim notifies a little before potential impact, and if you make the overlap boxes big enough you get a nice directional element to attacks for cheap (good for making particles fly and directional knockback)
Reader, this does not work well under varying frame rate conditions. After this I'm definitely going to test the game with t.MaxFPS=20 more often 🤦♂️
The problem is that anim notifies don't always line up precisely with what the skeleton is doing, even if you use "Branching Point" notifies (rather than "Queued"). The timing is better with Branching Point, but under varying FPS conditions that weapon may be in a vastly different position at 20fps vs 60fps. It means a frame rate hitch can whiff an attack.
I'm going to fall back to pre-defined object space positions, and have the option to do sweep test from there & ignore the animation state
I had a very bizarre thing on my machine this morning. I resumed it from hibernate as usual, but my UE builds complained that the UE_5.3\Engine\Source\Editor path was corrupt. I looked, and it was empty 😮 Trying to repair it continuously failed.
Rebooted and it was back, repair completed without doing anything but verifying. It's like something unlinked it from the filesystem temporarily or something. 😕 I did have a virus checker update happen late last night but nothing in logs
I have 2 other versions of UE installed and neither were affected, just the one I was probably running while the virus checker update happened. I've never seen anything like that before, the files were clearly still there (and I did notice that the overall size of the UE install still looked right), just temporarily inaccessible.
The outcome of all this LLM deployment is that vendors have to basically admit that it's complete garbage maybe 50% of the time. Imagine selling a product you know will be wrong a bunch of the time. And saying that it's the future. What low standards we have sunk to.
Imagine paying for a product that was crap 50% of the time. Just because the times when it wasn't (or, the times when you couldn't tell) made you go "oooh". It's like being impressed by a magic 8-ball
I could get all grumpy and say that as an industry we’ve institutionalised half-assing things, and LLMs are just a natural conclusion of that. We’ve too often prioritised velocity and new gimmicks and obfuscation via job-preserving complexity over good product engineering and here we are, finding out
Waking up in the night to find myself completely wedged from both sides by 2 sleeping cats is no good for my back, but I suck it up because they’re too cute to move
Merry in particular loves the crook behind my knees right now. I have about 10 seconds after turning over before a heavy cat flomps against the back of my legs; and if I’m unlucky, starts washing extremely energetically while I try to get back to sleep 🙄 So cute tho
@dougbinks It's been a year for these 2 and they still don't like it, you'll get maybe 10 seconds after picking them up before they're struggling. We keep trying but it might just not be in their nature. They are still young though so maybe that's part of it
I'm always grumbling about there only being videos for things in UE when I'd prefer to read a blog post, so here's another from me to go on the "reading" side of the scale.
I scraped an old blog post of mine into Obsidian so it would show up in the unified search, and now I’m thinking of turning a couple of my scrappy UE notes in Obsidian into full blog posts in case they’re useful to others. And since that will be better written than my original notes, I’ll probably scrape those blog posts back into Obsidian again. I am planning on making an Obsidian Ouroboros
Re LB: I highly recommend erasing some of your memory of C++ by being away for a while (10 years in my case, after using it for 20), and when coming back, pick a subset and ignore everything else. It’s possible to move yourself backwards on that curve.
I hated going back to C++ at first but now I’m OK with it. It’s a necessary tool in the space I’m in right now. Just don’t make me dig into the corners
Using Markdownload to scrape my own blog post into Oblivion because that's where I search first for everything, and I don't trust myself to remember where I wrote about it...
Fixed a bug in SUSS that allowed one last update to be fired on the agent after you told it to stop. Kinda sad because in our game it allowed agents to perform one last action as they died, which seemed kind of heroic (if extremely buggy, including making corpses try to rotate to face you). But it's like they all got their 80's action villain death line
Unreal Engine 5.4 has had broken FText + StringTable for a month now. Still waiting on the fix which is queued for 5.4.2.
It amazes me that they’re just letting this one sit in production for so long. You basically can’t use any String Tables with UE 5.4 in the editor until you build localisations, everything returns “STRING_TABLE_MISSING”. I guess no-one uses string tables but me 🙄
@sinbad I've used them for every project so far, but then again in all of those the engine was built from source and an issue like that would just be fixed manually 😅
Tried using honey instead of sugar in my sandwich loaf today, it made the crust a bit crunchier than usual which I wasn’t expecting but overall a nice result
Cleaned out the Niche Zero (coffee grinder) for the first time today since I’ve had it a month, and it was surprisingly easy to both clean and then re-calibrate afterwards, way easier than my old one. Everything comes out and you’re just left with a cylinder and a few parts to clean of what small amount of old coffee is starting to accumulate. Really like the design, very simple and sensible
Just watched a Let’s Play of an in progress game and it was immediately obvious they were using Lumen even though the lighting didn’t look particularly special. You could tell by the subtle flickering blotches and the frame rate struggling with otherwise basic visuals.
Lumen is really impressive tech but unless you really need it I don’t understand why people turn it on. I keep trying it but on mid level hardware it makes basic scenes either struggle for frame rate or flicker too much.
Bleh, Git 2.45 broke fresh clones of repos using git-lfs because they disallow post-checkout hooks by default, this broke my overnight game builds. https://github.com/git-lfs/git-lfs/issues/5749
Should be fixed in Git 2.45.2 apparently, but the temporary workaround is to define the env var GIT_CLONE_PROTECTION_ACTIVE=false during clone
@MouseByTheSea@bitinn when I start a new UE project I just copy my .gitattributes from another project and I’m basically golden since I always use the same folder conventions for source files and UE names almost everything .uasset