WTF is wrong with the Unreal Engine editor on Linux (UE5.3.1, but I think I've seen the same issue on 5.1)?!
And this happens with many (all?) menus, not just the "Add" menu.
Sometimes it works as expected, often every second try, sometimes (like in the video) less often.
And sometimes, when trying to drag something (click, keep button pressed, move mouse), or try to use the menu that way the window gets resized and moved around o_O
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
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
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!
My latest personal project where I was in charge of managing the team and all the #VFX. Done using #UnrealEngine5#blender#EmberGen and many more software.
Feel free to share it.
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?
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
Took part in the Artstation challenge and I made my scene in Neo Tokyo style. The history of my city is as follows: I believe that in the future we will face global warming due to which the water level will rise and part of the cities will be destroyed and go under water. The new city will be built in the form of capsules in the mountains. I wanted to get away from the dark and trashy vision of the city of the future. #UnrealEngine5#ue#3denvironment#3dartist#artstation#neotokyo
Unreal Engine it is a very interesting toy after Unity...
I created several mirrors through the Camera + Render Texture to show how the protagonist looks while moving, when he changes his vision vertically, looks funny 👽
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
A couple of days ago I showed the implementation of a scanner based on Niagara and static mesh, I decided to make another variant that requires less resources and can be configured - to transfer random positions from a Spline
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?
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
Autofocus also does a cool job of blurring the character's body. Blurs the hands while running and part of the body while looking. I also made an event to control it for clarity of the example
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 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
Devlog, Day 3. I made a draft of a drone widget. In the example, first HUD with curve and in the drone mode - HUD with parallax, the UI reacts to movement and returns to the center
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)
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.