Craigp, to Unreal
@Craigp@mastodon.social avatar

Level sequences in #unreal behave differently when you load the level via streaming them in?

Notably, the "loop forever" option seems to break. If I stop and then start a sequence, it only plays once the second time.

I don't think I changed the logic of how that works... so I'm pretty confused and annoyed.

Craigp, to Unreal
@Craigp@mastodon.social avatar

OK, less social, more technical: #unreal question.

I have a stage where a bunch of different events are put in based on time of day and what the player did before. These events including different little setpieces and level sequences.

What's the best way to set this up? Additive scene loading, maybe?

khalidabuhakmeh, to Unreal
@khalidabuhakmeh@mastodon.social avatar
Craigp, to Unreal
@Craigp@mastodon.social avatar

One of those days where I feel like I'm losing my mind. Why can't get I get this component to look at a world position in #unreal ?

I've tried the built-in lookats, I've tried making rotation from XZ, I've tried every axis...

It's just a fucking plane starting at 0 and going right one unit. It's not complicated.

Craigp, to blender
@Craigp@mastodon.social avatar

#blender / #unreal challenge: I want to have submeshes that are different objects but have seamless edges. IE, a head separate from a body.

But I can't seem to get rid of the seam.

There's loads of tutorials on how to, and none of them work. I think maybe Unreal's rendering engine is doing a rendering trick that ends up highlighting the seam.

To make matters worse, the methods of doing it end up making shapekeys not export, so I couldn't use them anyway.

Anyone know how to actually do this?

Craigp, to Unreal
@Craigp@mastodon.social avatar

People: "You should use migrate to migrate assets in ! It can help you create clean projects and-"

Unreal: "I don't migrate custom collision/trace values. Because fuck you. I don't migrate build settings. Because fuck you. And also, I randomly crash during migrations. Because fuck you."

Have these people... never tried doing the things they say to do? Or is there some trick to migrate the PROJECT part?

Like, can I clone a project and just leave all the assets behind?

Craigp,
@Craigp@mastodon.social avatar

Me: "OK, #Unreal, tell me where you're getting this other gigabyte of shit from."

Unreal: "Have you tried the audit window?"

Me: "The audit function says this weighs 150 megs. So where's THE EXTRA GIG FROM!?"

JeremiahFieldhaven, to gamedev
@JeremiahFieldhaven@mastodon.gamedev.place avatar

Loading levels from JSON files is now working!

There are still a bunch of things that need to be added (for example, right now all the objects are using their default behaviour, rather than loading the settings from the JSON) but it actually bloody works.

This is a massive relief. It means all the levels made with the Unity version will work. Makes me hopeful I might be able to replicate the in-game level editor too!

Video showing the Unreal 5.3 editor open with the MainMenu level loaded. It has a handful of actors placed for lighting and atmosphre, but notably there's a BP_LevelBuilder actor. When simulation is started, lots of runtime-created actors are added to the scene forming a scene made up of glowing blocks floating above a distant, gridded landscape. A couple of turrets start to fire as the camera is moved around the scene.

DKesserich, to Unreal
@DKesserich@mastodon.gamedev.place avatar

New on itch.io, my Advanced Eases Plugin for Unreal.

Adds a handful of new easing functions that do overshoots and bounces.

Name your own price, but, much like my Simple Day Night Plugin, it'd be nice if that price was more than zero.

https://dkesserich.itch.io/advanced-eases-plugin

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

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

#gamedev #indiedev #indiegamedev #UnrealEngine #gaming #videogames #HashtagGames #unreal #UnrealEngine5 #ue5 #scifi

video/mp4

Craigp, to Unreal
@Craigp@mastodon.social avatar

Ugh, I finally decided to grab some #unreal assets from the shop (free ones) and I can't figure out how to put them in a project.

The only way it seems I can is to "create a project" based on those assets in the Epic Games Store Shopfront (unrealenginetab), then manually export every fuckin' asset to a format I can import somewhere else.

sinbad, to gamedev
@sinbad@mastodon.gamedev.place avatar

Marie's re-structured our main character mesh so that we can have cloth physics and dynamics on his various sections, and importantly we can now switch his hat, robes, beard etc individually and have them all simulate differently as suits their mesh. Because customisable hats and beards are very, very important in a wizard game. Early test!

The test hat we have for him is not very dignified though. It's almost like we're not taking wizards seriously 😛 #gamedev #unreal
https://youtu.be/w3VdYyjP46U?si=pcjG2M4vKEJl-dtO

maxim, to gamedev
@maxim@mastodon.gamedev.place avatar

Effect Texture Maker - online tool ☀️

I recently started using it, it's a very useful thing to use when studying materials and Niagara, to quickly get a sprite to experiment with Unreal Engine or Unity, the tool also allows you to create a sprite sheet or normal map

https://mebiusbox.github.io/contents/EffectTextureMaker/

#gamedev #vfx #unity #unreal #unrealengine #indiedev

video/mp4

Craigp, to Unreal
@Craigp@mastodon.social avatar

#unreal challenge: how do you get postprocess animation blueprints working with level sequences+control rigs?

If you haven't actually tried it, try it. I think the problem is there's no valid input pose?

Is there an alternate way to get an input pose that's compatible with level sequences?

sinbad, to random
@sinbad@mastodon.gamedev.place avatar

It's a bit rough and ready but I bashed out a bit of documentation for SUSS today. I only realised while writing it just how much there was to talk about and how I didn't have time to do it properly. This will have to do for now, as much as I enjoy working on documentation I really have to get on with other things next week https://github.com/sinbad/SUSS

sinbad,
@sinbad@mastodon.gamedev.place avatar

I now consider SUSS (Steve's UtilityAi SubSystem for #unreal) to be a decent Alpha (I've even tagged it!). It's behaving quite nicely in our game and while I'm sure there's more to improve, I'm pretty confident that it's usable for those happy to take the plunge.

I only started it about 2 months ago and it's my first foray into Utility AI, so you know, buyer* beware 😛

https://github.com/sinbad/SUSS

*(for the low low price of zero dollarydos)

DKesserich, to Unreal
@DKesserich@mastodon.gamedev.place avatar

Can anyone help me out with something? Config variables and CVars are not working the way that they should be in my project and it's making me crazy.

more info:
https://forums.unrealengine.com/t/confused-by-console-variables/1858012

#Unreal #GameDev #UE5

sinbad, to gamedev
@sinbad@mastodon.gamedev.place avatar

Just messing with some poor skelly #gamedev #unreal

I added some better investigation behaviour on top of his combat behaviour (which is also snappier now thanks to fixing some problems with my custom EQS bits). All implemented with Utility AI via SUSS
https://youtu.be/9Nr6s760E7Q

sinbad, to Unreal
@sinbad@mastodon.gamedev.place avatar

I've found myself making custom EQS code for SUSS because I found limitations with core . E.g. the "Trace" test is for line of sight, but if you use anything other than a line, you can get false positives because the tests always start exactly on the end points. Although you can ignore the actors there, if there are other things very close to them, but technically on the other side, they can clip & fail the test when LOS is fine. Here's an example with a sphere LOS test, core vs custom

My custom EQS test, which lets you offset the test along the trace line to fix this problem

sinbad, to Unreal
@sinbad@mastodon.gamedev.place avatar

I've found myself adding a lot of perception-related utility functions to SUSS as I discover things that I wish existed in the core #unreal

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