Variants for what it can be: nanorobot technology, which must be delivered through a laser into the rock, when the bot gets inside it extracts material and comes out already in a different state, this can be collected in a separate stack
Today in Unreal Engine 5, I finally did it… Niagara System on GPU without event collision. I transfer the position of the collector to Niagara, calculate the distance there, and through the Export Particle Data to Blueprint module catch the supposedly collision, which I count as a particle collected, on the emitter side the Kill Particles module does a similar check
@mehdi_benadel I don't have any experience at all, I've been learning the engine for 3 months, but simple complex things can be done with simple approaches... I agree, writing custom modules in Niagara is difficult
New experiments with Unreal Engine 5, Niagara. A prototype of a magnetic device for collecting various bio material. I have a lot of gameplay ideas where it can be used and how: plants, insects, crafting, fuel or things to scare away creatures... Maybe you will have ideas too?
@jzillw Yes, that occurred to me too, it can also do it, but for this it is necessary to transfer the information of collisions between niagara and the blueprint, but I would do it in a different way, through decals and render texture
Similar mechanics can be done without the use of Niagara. According to the principle of a gravity tool, as in Half-Life 2. Check the collision over a large sphere, then transfer the force to the objects to move to the tool point. Check another collision (small sphere) to stop physics objects and make them children. When the effect of gravity is turned off, enable physics for objects and change the parent
After 3 hours, after 5 time crashes of Unreal Engine - I did it. Chaos Flesh wheel... my video card said - let's finish this quickly, because I can't take it out anymore. As far as I understand, it is not need in the game, but to create a trailer to show the rover - yes!
Flying a drone over this mess... I won't show you the drone itself, because now it's just a sphere. I haven't thought about the design yet. The drone will have a lot of mechanics, I hope... Now there is only movement gameplay and flashlight 🤖😘
Experiments with Niagara... Collision and difference in the reaction of the protagonist and other objects. Maybe you will have ideas what it can be in the game (gameplay)
I'm thinking of using it somehow... Visually, a particle can be anything. The main logic is that the particle sticks to the surface and stays for some time
Here is the first idea that came to my mind... there is a decal to use this Niagara for. When the particle sticks to the surface, check the position and pass this data to the render texture, which will be associated with the material and mix the color of the decal. When the particle disappears, marks will be left on the decal. If most of the rendered texture is filled, then hide the decal
@Nifflas yes, an interesting idea, some kind of fluorescent paint that gives a temporary glow effect and you have to throw, for example, a capsule so that it explodes and illuminates the path
Another option for lighting... Plants that emit fluorescent pollen at night. Sprayed pollen illuminates our path. We can also collect substances from plants and craft capsules with a similar effect
The technique of this is simple, the wireframe parameter must be enabled for the material. Copy the object on the scene and associate with this material. This logic can be programmed by the blueprint... Maybe there is an even simpler way... For the effect, you need two objects on the scene, a normal one and one with wireframe material, which is possibly a drawback
When you receive an email from IARC Content Rating (global age ratings) - it will mean stress again. The rating has been increased in the game. And this means that it is necessary to make patches for consoles, because the game has meta rating data. How I love all this...
what I like about Steam is that between creating a patch for a game and its appearance on the platform, it takes 10 minutes, not 10 days, and no one but the players checks what you decided to fix there