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?
#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.
People: "You should use migrate to migrate assets in #unreal! 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?
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!
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
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.
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!
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
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
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 😛
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
I've found myself making custom EQS code for SUSS because I found limitations with core #unreal. 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