Today I want to make a scanner, blueprint for searching objects and transferring data to this material, which will display everything (many targets). This requires an array, but material cant use array. I found a solution - Render Target 2d. Maybe there are other options?
Computer Vision gameplay mechanic... I changed the way markers are drawn by Draw Material Simple node. This method allows you to use material, where you can make animation. But it works only in HUD Blueprint in Event Receive Draw HUD
UFO detected 🛸I created another scanner, where the pulse goes from the center in all directions. The material will receive data from the blueprint to display the position of the targets. Look for previous versions in my feed
Added a target for the scanner. The idea is that the blueprint transmits data to the material for drawing found moving objects. I still need to figure out how to make a delay for target display and target array processing
It's time to open the section - demonstration of materials (shaders) in Unreal Engine 5, because I started doing this more and more often. This will be part of the screen panels in the Rover in my Sci-Fi adventure game
I did this a few months ago. Now I'm thinking if it would be ok to use it for a wheeled Rover. If gameplay is 1st person view and wheels will not be visible during the movement of the rover. Activate the complex suspension and wheels where the camera will be 3rd person
Today in Unreal Engine I experimented with materials. I'm trying to figure out how to make an animated grid for scanning space, something like Terminator. My task - animate one cell that moves on the grid.
I want to create material for a widget. It is easier to do it in the widget itself, use only a simple material that draws the grid, and make the movement of the cell itself through a sequence in the widget
I feel more confident and ready to make a Sci-Fi adventure game. My result of studying the Unreal Engine for May 2024, the 3rd month of the transition from Unity to Unreal
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)
My rule when studying is to do something small every day, especially in the direction you understand not very well. For me, shaders are an unknown world, so I try to recreate something every day
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.
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
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