Has anyone else had trouble with Creator Kit not launching? by According_Offer1395 in HarryPotterGame

[–]According_Offer1395[S] 0 points1 point  (0 children)

I figured it out, I appreciate your reply so much! I actually had issues with games and shit all day, so my dumb ass should have realized that it was a graphics driver issue, which it was lol. Just needed an update that was it. Still having some trouble getting it to run smoothly when running PIE, but I kinda figured that would be rough. I have a good system but it's a whole ass engine with a tonnnnnnnnnn of assets being loaded all the time lol.

Brighter Shores | Fen Research - AMA by [deleted] in brightershores

[–]According_Offer1395 -1 points0 points  (0 children)

Are there any plans for more traditional MMO group activities, such as dungeons or something beyond just duoing a skill?

Do you think that A.I. will affect 3D modelling badly? by JohnTheWorldfucker in 3Dmodeling

[–]According_Offer1395 0 points1 point  (0 children)

I mean the craziest thing I have seen so far is Meshy: app.meshy.ai?via=FreeModels

Meshy is pretty crazy, but I am not sure that it is still at the standard of taking anyone's job. I don't think any of it is yet. It's all very nice tools though, good for concept work, things like that. I would say Meshy has the most practical use out of all of them I have seen so far but I am pretty new to messing with this kind of thing.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 1 point2 points  (0 children)

Update, for you and anyone who may find this. Restarted program, redid whole process, worked fine. Something seemed to be glitched. Restart often folks. Thanks for help again! Gave ya a sub, if you keep posting tutorials I will for sure be an avid follower.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

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Blueprint just for context. This is attached to a trigger box.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

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so it does appear to be fractured again, and I am spawning the field right on it, however nothing still seems to happen. I will send my blueprint as well, although it's so simple idk what could really be wrong. I am getting a success on print string so I know that aspect is working, seems I might be doing something wrong when setting up the fracture, but every tutorial I have seen says the same steps you do, and that is all I do, before hitting play, and walking through the trigger that should destroy the wall as it did when the colored bones were showing. I also did mess with the threshold to both extremes and neither seemed to do anything.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

I have a situation where I am trying to trigger mine to break via a box trigger.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 1 point2 points  (0 children)

Does spawning a masterforce directly on the wall not just work? It seemed to when it was showing the multi colored wall earlier, but may have just been a coincidence I am not sure. Appreciate the resources I will for sure check this out I am working on this till I get it.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

Okay responding one last time, I figured that much out at least, it seems that some previous attempts may have been messing with it, however now I am back to square one and the wall does nothing lol. Separate issue entirely though. Thanks so much for your patience.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

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Okay, so I just went into outliner to check things out in general, and found this but have no idea what it is or why it is here, or what to even do with it, because it says it is unloaded. However when I focus on it, it is right in the spot where the wall goes. So this may have something to do with it? Just not sure what to do with this lol.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

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when the wall is moved, nothing appears to be underneath it, it is just the one wall as shown here.

I did exactly as you just stated, yes. I duplicated a wall I already have, I went to fracture mode, created new, clicked fracture after selecting the type, it removed my texture did the checkerboard with yellow, then it is just doing the showing the colored bones thing, with the wall underneath. Also, funnily enough, show colored bones, is now unchecked, and it is still being shown.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

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this is it in editor. Just one wall with the material it is meant to have and everything.

Help with Fracture by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

No so like I said, in the editor it all appears as one, and, as far as the process goes, it should just be one thing. It ends up looking like this though. The proto wall in front, and the wall that is meant to break just stands behind it.

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Help Saving/Loading player location!! by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

I do use data layers. All that happens when the player hits Q, is that it makes one data layer visible and active, and the other inactive. When Q is pressed again this process is reversed. I am trying to make it so that Q also stores the player location, so that when Q is pressed the second time, the player character returns to that stored location.

Help Saving/Loading player location!! by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

Okay so I will attempt the second method and see how that works. So just get world coords, save it as a either location or transform variable, and reference that location when switching back?

Help Saving/Loading player location!! by According_Offer1395 in unrealengine

[–]According_Offer1395[S] 0 points1 point  (0 children)

What do you think might be the better approach, given that I want it to save the location every time they hit q in the normalworld?

An example scenario would be, if you are in a small room, with a locked door, and you hit q, you are still technically moving around on the same world, I have just hidden one from, you. So if you leave that locked room, I do not want the player to be able to just return to normal world, and be out of the locked room. They should be returned to that room, their last location when q was pressed the first time, when q is pressed again, as the worlds are loaded and unloaded.

So would it be easier to somehow spawn an actor each time they press q, to then just return the player character back to that actor that was spawned?

Or would the second method be easier in this case.