I had been considering putting a couple more of my open source plugins on the UE marketplace, maybe juicing up the visual tooling a little for a Pro version and just making it easier for BP-only folks. In particular quite a few people seem to use SPUD so it would probably do OK.
But after the 5.4.0 shock I think I'll hold off, I don't need that stress 😬 Maybe I'll do it muuuuch later when UE5 is boring & not changing much so surprise breakage is less likely (& when cash reserves get lower 😬)
But hey for now if you'd like to support my expensive coffee habits, you might be interested in the plugin I have published, SUDS Pro, now supporting UE 5.4.
I'm British so it's very difficult for me to say this, but I think it's "quite good". I put a lot of effort into making it so, and almost burst a blood vessel when UE broke it for 6 weeks recently. So there's almost the full set of blood, sweat & tears in there. Don't worry, I wiped it. 🙃
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
Hi folks! Just wanted to put out some feelers for a former coworker of mine. He's a very skilled Unreal Engine developer (focus: Blueprints). He's spent the last 7 years working on XR applications, working his way up to Lead developer. His location is Germany but he requires Visa sponsorship.
He's looking for Unreal Engine positions, potentially with an XR focus.
Please shoot me a message if you want to snatch up some really good talent 🙂
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!
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
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
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.
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
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
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
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
I'm investigating the best way to analyse a (Win64, C++, #ue5) minidump these days. Rider doesn't do it (barring .Net), which is a shame. WinDbg is super unfriendly and I hate it. VS works quite well, but I'd rather not rely on it - I only really use the compilers as a back-end these days so don't pay for it.
I feel like a new debug tool was discussed around here recently but I can't remember it for the life of me what it was called or whether it was suited to minidump analysis. Any tips?
I added a collision with some objects to the anomaly to create an arc and affect them. I got a bunch of ideas for anomaly behavior, interaction with the hero, level design. Maybe it's similar to S.T.A.L.K.E.R., but I confess, I've never played this game
The main idea of this is that when lightning strikes a magnetic anomaly (some areas on the surface of the planet), lightning partially breaks into several parts, from which ball lightning is created
If you have cool textures animation frames for Niagara effect in Unreal Engine, then you can make high-quality effects that require less resources than Niagara Fluids and look no worse. For example, they can be generated in Houdini
Classic bottle with liquid. I've always wanted to have such a object in the game for inspection... I don't have enough experience to do it from scratch and I don't want to waste time, so I found a free plugin UTC_LiquidShader for Unreal Engine 5