Cylinder: radius 1, length 500. Skeletal Mesh with 50 bones and Capsules colliders. The result is a 5-meter cable. And this is done without the use of third-party editors, only Unreal Engine 5
I began to make the logic of the interaction of the cable with the protagonist. I don't want to make a rope that will wrap around objects. I probably add the cable to the inventory, and not drag it behind the character
Continuing the rope experiment in Unreal Engine 5 ... tried gluing two ropes together with Physics Constraint Components. Doesn't look perfect, but these problems can be solved. I think it is possible to make the behavior of a rope of any size
The first draft of a rope from a cylinder using only Unreal Engine 5. I created a cylinder with width 1, saved it as a static mesh, then converted it to a skeleton mesh, created a chain of bones in the skeleton mesh editor, then created a physics asset from it, and that's it. Ordinary cylinder became a rope. Next, I will try to adjust the physics so that they do not behave like worms
I started with a simple - add a Cable component between two components. Next, I will try to make it more difficult, after the first action, a cable will be added to the component and the protagonist... and change the length of the cable during movement
Another video showing the signal fayer, throwing mechanics and the switching from protagonist to drone... now I started doing the mechanics of interacting with the power cables like in Half Life 2
Good evening... Tried to make a storm, but my video card said me - "do it without me"... Therefore, I did not continue any further, and I will show you this
Made a second object for throws. This flare is not for lighting, because the protagonist has a flashlight... this item is a tool to distract the creatures that live on this planet
Więc, Kingdom Come: Deliverance 2, pozostaje na #cryengine. Ktoś mógłby się spierać że dzisiejsze, nowsze, bardziej świeże silniki takie jak #UnrealEngine5 byłby lepszym wyborem, a sam CryEngine nie należy podobno do łatwych jeśli chodzi o tworzenie gier. Poza oczywistą odpowiedzią deweloperów że wszystkie ich procesy są obudowane wokół silnika z poprzedniej odsłony (za tym artykułem z IGN https://www.ign.com/articles/warhorse-studios-kingdom-come-deliverance-ii-interview), to sam osobiście uważam że potrzebujemy większej różnorodności jeśli chodzi o ten obszar. Konkurencja dla hegemonów musi istnieć, inaczej wpadniemy w spiralę afer takich jak ta ostatnia z Unity.
Dodatkowo ten silnik w dobrych rękach daje świetnie wyglądające gry. Crysisa wystarczyło lekko przypudrować i nie odstaje znacznie od dzisiejszych gier. Może kuleje jedynie geometria.
Ok, I linked the mechanics of item throwing for fire extinguishing. I realized that it is not so easy to catch the moment when you need to start the gas. The object must lie on the surface. So for now I did very stupidly, catch the first collision hit once, wait 1 second, reset the linear velocity, wait 1 second again, turn off physics, spawn Niagara and Destroy Actor
This will be a carbon dioxide grenade to suck up oxygen around the fire, like fire extinguisher. I'm still not very good at making Niagara effects, but for testing and as a draft, I think it's okay? The main thing is to create mechanic that will affect the fire
Day 48, Sci-Fi Adventure. I enjoy the Unreal Engine every day. Now in the process of creating various objects of the protagonist that he can throw. This is a distracting flare
At night I tried to play with smoke and fire Niagara Fluids in Unreal Engine 5. It became clear that I don't need it yet. So I created a fire the old fashioned way, sprite animation of fire and smoke, sparks and distortion
Unpacking with a laser cutter and destroying glass, the more I practice in mechanics with Unreal Engine, the more interesting examples become... Next, I will make different types of throwing objects
First, I created a Niagara ribbon, which takes an array of vectors from the trajectory, then added another particle to the final position, and after turning on the physics simulation and mass, I realized that I can break glass
Projectile Movement and Predict Projectile Path
Today I found out how it works in Unreal Engine and cried how simple it is, remembering how long I creating throwing grenades in the 2D game on Unity
Day 46, Sci-fi Adventure, Unreal Engine
As always, I'm looking for interesting mechanics related to various tools for the protagonist. I made a part of the prototype of gluing objects, but the gameplay related to this is not yet thought out
Found one of my first scripts for in the early days of familiarization with Blueprint and Unreal Engine 5 - the script prints the text in the texture that the light source displays. I was thinking of making a projector out of it
I create a blueprint to which can add different static meshes, materials and chaos settings for different types of glass, added a temporary animation from mixamo and hit logic with a field for chaos