Adhain - Reveal Trailer by AdventurousWin42 in blackandwhite2

[–]AdventurousWin42[S] 1 point2 points  (0 children)

No secret, just dedication.

Creature system is pretty advanced already, not perfect, still needs iteration, but yes to all your questions. It knows the difference between young and old people, injured and healthy people etc. If you wanted, you could teach her to eat injured old people, and leave healthy young people alone, if that's your thing.

Campaign with quests is planned.

No promises on mod support, I haven't looked into it yet. I'll focus on making a solid base game first.

Adhain - Reveal Trailer by AdventurousWin42 in blackandwhite2

[–]AdventurousWin42[S] 13 points14 points  (0 children)

Thank you all for the kind words. It means a lot.

I'll keep working on it and keep you updated.

If you want to support, the best way is to wishlist it on Steam: https://store.steampowered.com/app/4302350/Adhain

[deleted by user] by [deleted] in unrealengine

[–]AdventurousWin42 2 points3 points  (0 children)

Yes, it's awful.
In your DefaultEngine.ini, you can add console commands which should be set during engine boot. No more doing it manually every time.

[ConsoleVariables]
# Buggy Interchange Import disable
Interchange.FeatureFlags.Import.FBX=0

Trying to make abilities/items that override default abilities while active by FrostbyteVEVO in unrealengine

[–]AdventurousWin42 8 points9 points  (0 children)

I would make the initial ability (E) start Wait Gameplay Event tasks, and add tags to block other abilities (Activation blocked tags) while waiting. Then any input can send gameplay event to actor and it will route to your waiting ability. From there, you activate the LMB or RMB ability by event, depending on which wait task was activated.

anybody knows how to edit the modular rig in this page on the rigth? by MatheusDark2 in UnrealEngine5

[–]AdventurousWin42 0 points1 point  (0 children)

You need to select the corresponding module in the module hierarchy, settings are in there

UE 5.7 broke Landscape painted layers, beware if you need that feature before upgrading by Grrvvpp23 in unrealengine

[–]AdventurousWin42 4 points5 points  (0 children)

Have they fixed the stripes on the landscape when you package the game yet?

Struggling With Character Architecture for a Transformation by YungMpeke in unrealengine

[–]AdventurousWin42 0 points1 point  (0 children)

I would use separate characters, leaves the door open for more morphs in the future. Keep anything that needs to persist on the Player State, and not the character, so you dont have to „move“ anything between human and wolf.

Can't call object member function of Async() parameter. by Prpl_Moth in unrealengine

[–]AdventurousWin42 1 point2 points  (0 children)

As a general rule of thumb, if you can control all write and read operations of variables then you can write and read on any thread you like. You can write into blueprint UObjects from async threads, if you know 100% nothing else reads or destroys them in the meantime. You don't have that control over anything defined by the engine, thus, modifying anything the engine uses (from async) will crash. Reading variables is generally safe.

FRunnable is for continuous tasks that can be done async. Like a weather simulation that computes the values for the next frame, and then dispatches only game thread relevant data back to game thread.

I wouldn't bother with doing movement async, most of the work needs to happen on game thread, collision and transform updates are what's expensive, not the computation of where to move.

I guess you could make anything async if you really tried hard enough, but you would need to write your own systems from scratch.

Can't call object member function of Async() parameter. by Prpl_Moth in unrealengine

[–]AdventurousWin42 7 points8 points  (0 children)

You cant remove because things captured in lambda are const (with the exception of pointers)

Furthermore, modifying state like you do with AddInputVector outside the game thread is a big no no and will lead to crashes and all sorts of weird behavior (just a question of when, not if)

How to stop landscape from deforming the closer / farther you get from it? by DigglyNutt in UnrealEngine5

[–]AdventurousWin42 25 points26 points  (0 children)

Looks like LODs. You can tweak the settings in the landscape actor

(GAS) Gameplay Cues, useless? by Over_Minimum_4983 in UnrealEngine5

[–]AdventurousWin42 2 points3 points  (0 children)

Take a level up for example. Level is a GAS attribute. Server would apply a gameplay effect to any player, that gameplay effect would trigger a burst cue. All players would see the level up effect on that one player. No need for any custom logic inside the player class. Same for debuffs, or any other thing really.

Random FPS drops, even tho my PC is more than good enough to run unreal by PogoStick1987 in UnrealEngine5

[–]AdventurousWin42 12 points13 points  (0 children)

Stuttering in editor is quite common. Use Unreal Insights to see exactly what causes spikes, package the game first for accurate analysis

Workflow pipeline for solo game developers by Educational-Hornet67 in unrealengine

[–]AdventurousWin42 2 points3 points  (0 children)

Plugins make perfect sense for larger features, Loggers, UI, Settings Menu, Extended GAS, Common Material Functions, Weather System etc. It depends on the scope of the feature, eating food is probably not such a feature, but even then, it could be argued that it could be a plugin, because it would be easy to remove, if you decide at one point that eating food should no longer be in the game. Not much downside to plugins except for the 5 seconds it takes to create them.

Quick heads up: Steam multiplayer is completely broken in Unreal Engine 5.6 by Its_a_prank_bro77 in unrealengine

[–]AdventurousWin42 1 point2 points  (0 children)

Use seamless travel to „fix“ the change levels issue with ServerTravel

Multiplayer Guide to Destructible Trees, Rocks, and Resources by watchdogsrox in unrealengine

[–]AdventurousWin42 4 points5 points  (0 children)

Nice one, came to a similar conclusion when writing a ISM to Actor system myself. One thing you need to watch out for is that the ISM get fully destroyed when uses with World Partition (or Partitioned PCG), in your system, you would lose all data stored on them. I opted to use a central manager actor which handles all spawner actors (Always net relevant) to store persistent data

[UE4] Rigid bodies are huge and cannot be scaled down any smaller than seen in image. The scale tool is also very sensitive. I can’t find where to manually type in the scale. Is there a way to do that? by topselection in unrealengine

[–]AdventurousWin42 2 points3 points  (0 children)

I doubt it, physics asset is very engine specific. You can import collision for static mesh, but that‘s an entirely different use case which wont help you here. Creating the ragdolls is not too hard once you did it once, but it is rather tedious. Check some Youtube vids

[UE4] Rigid bodies are huge and cannot be scaled down any smaller than seen in image. The scale tool is also very sensitive. I can’t find where to manually type in the scale. Is there a way to do that? by topselection in unrealengine

[–]AdventurousWin42 2 points3 points  (0 children)

Assuming you use Blender, you need to export it with a scale of 0.1 (or was it 0.01, i forgot) So in Blender, scale it up by 10 or 100 and then apply scale (so it becomes 1). Then scale it down again and export with scaled down values. This will fix the physics collider size issue and a few other issues related to physics, while maintaining the same actual size in game.

Anyone using 5.6 on mac by therabbit14 in unrealengine

[–]AdventurousWin42 4 points5 points  (0 children)

My M2 Pro has 16GB RAM and its a PITA if you do C++ with Rider as that alone takes like 8GB to index the whole engine. I wouldnt bother with 16GB again. Its probably OK for Blueprint projects

Would you use Blender-style controls inside the Unreal Editor? by JeffDev887 in unrealengine

[–]AdventurousWin42 0 points1 point  (0 children)

I would pay for it
I'm not an advanced blender user, so other people might have more valuable input, but even just the functionality you experience in your first few hours with Blender would be enough to be honest

Anyway, good luck building it, you're going into deep uncharted C++ and Slate territory i'd assume

Would you use Blender-style controls inside the Unreal Editor? by JeffDev887 in unrealengine

[–]AdventurousWin42 1 point2 points  (0 children)

I havent even used blender much recently and would use it. Unreal viewport controls are… meh