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
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?
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
Today I created a simple custom logic for the behavior of floating objects. The object located in the water zone checks the distance from the bottom and Add Force, Set Linear and Angular Damping. This is not related to the water plugin in Unreal Engine 5
Today I started getting to know the water plug-in in Unreal Engine 5. Night, black water, a floating creature... I just sketched quickly what was at hand
// Sci-Fi adventure game devlog with a little spice of horror
Move Component To - very easy to use but interesting node in Unreal Engine, for example, you can make a magnetic crane that will lift heavy objects, like a car in Half-Life 2
New experiment with Niagara Fluids smoke in Unreal Engine 5. The first emitter takes a spline of any shape and sends a particle along the route, this data is transmitted to another emitter for smoke. As a result, I got smoke that forms around the spline
Sci-Fi Adventure devlog 📌
Unreal Engine 5 and Niagara, I experimented a bit with smoke and Line Attraction Force. When the object enters the zone, the particles change their behavior
I am trying to make different options for object inspection. Do not pay attention HUD, only the mechanics are of interest now. What else exists, remember? I want to reproduce as many as possible in order to choose for game
Vertigo Effect (Dolly Zoom). Today I decided to rest a little and play with effects in Unreal Engine 5. Simple value change operations with Camera Field Of View and Target Arm Length on Spring Arm Component
Sci-Fi game devlog | Unreal Engine 5 📌
I created a draft battery and added a little logic to charge the batteries, the more batteries or the less light, the slower it charges from the solar panel. I really enjoyed the process of creating widgets, I hated doing UI in Unity 🧦
I make solar panels to charge energy batteries from starlight. One of the main mechanics in the Sci-Fi game is the use of batteries, of which there will be a lot. Find or craft and charge... for tools, transport, etc
I continue to develop different mechanics related to energy, started making solar panels to charge the batteries, panel elements react to objects blocking the sun... will connect it with cables next
Unreal Engine 5 at Sunday... I studied the connections between objects and components... for experiments I created a generator, cables and consumers. Now my cables can transmit energy ⚡️🔌💡
I have an idea to use a bunch of cables to connect to different sockets of the character, for example to do like in the Matrix, if the protagonist will sleep in a special capsule
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
F**ks sake they changed something pretty fundamental between UE 5.4 Preview and UE 5.4 Final - the ability to have multiple objects in an asset file, which SUDS relies on - the dialogue and string table are in the same asset; now the string table is gone.
I was worried they might do this because they started hiding them in 5.3 (not a problem) so I tested 5.4 Preview but everything was fine. Now it's completely broken in 5.4 Final, every single dialogue line is <MISSING STRING TABLE ENTRY> 😠