Spent two days tracking an incredibly obscure bug that caused an extreme physics bug, finally tracked it to Phys Fields (do not fuck around with Chaos's PhysFields in #UE5 unless you really have to, a/o find someone who understands them, they are incredibly raw still). Wrote multiple fancy workarounds.
Final solution?
Just... disable a bool on one field but not the other. The issue appears to relate to stacked wake fields, so just, don't do that, and I didn't need to, so I stopped. Done. BOOO. Hate it when dense #GameDev problems have one of those, perfectly cromulent but super unsatisfying resolutions.
Just updating my #GameDev Patreon, and the latest public post is on how to move the CMC around in #UE5 procedurally, without (!!) root motion. Comes up a lot when you're trying to move characters as they attack, or as part of rebounds, because Impulse-based movements are wildly inconsistent. https://www.patreon.com/posts/moving-without-93569409
(and if you're a Patreon backer, my latest post is on how to do CustomNavLinks to make NPCs jump gaps and stuff - in Blueprint, not C++! Though it does take a BIT of boilerplate C++, which I provide)
TIL why a whole lot of the code I was using as a base is shit, it is why I have been experiencing code grief, and why I need to just roll my own, now that I have been so enlightened.
(I also did a more recent post for backers about moving the CMC around procedurally like you need for attack animations and stuff, it'll be public in a few weeks: https://www.patreon.com/posts/moving-without-93569409 )
💡 The Legend of Zelda in versione Studio Ghibli
Un suggestivo omaggio animato per celebrare il 25° anniversario di The Legend of Zelda: Ocarina of Time che trasporta il classico mondo fantasy nell'immaginario poetico dello Studio Ghibli
I'm having a Black Friday sale on SUDS Pro, my advanced text-driven dialogue system for #ue5. Check it out! It has great reviews thanks to some really lovely folks who already bought it and really liked it, so maybe you will too 😊
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
'Spending way too much time on this waterfall tool. I've finally reached a look I'm happy with tho! Turns out Dithered opacity + motion blur was the solution after all. Had too many issues with translucency. I'll explain everythg in the upcoming brkdwn video =)
I still have to work on the way waterfall connects with the water below tho. Cheers!
Man, getting the settings precisely right to replicate a physics actor in #ue5 smoothly is a right PITA. The amount of forum posts about it reinforce that. The thing is, once you get the settings right it works great. But get anything wrong, or set something at the wrong time, and you'll get actors that don't replicate, jitter, or move really jerkily.
I found this slide deck which is a great resource on getting started with #UE5's RDG, for those of us used to #UE4's RHICommandList way of doing rendering.
Might have gone a little overboard with project "encrust all the things" but it's quite impressive how many instanced meshes you can throw at it and it doesn't really mind #ue5
After finishing the underground lake area, I took some time to improve animations and add a new game mechanic.
Speedrunners are going to love this! 🏃♂️💨