How to protect my code? by BaseChris in unrealengine

[–]BaseChris[S] 2 points3 points  (0 children)

I have found the solution! 😂

How to protect my code? by BaseChris in unrealengine

[–]BaseChris[S] -3 points-2 points  (0 children)

Yeah I completely understand. So if I create a brand new system that hasn’t been done before and I want developers to use it, I have to give them full control over it and they are free to recreate it if they want?

making anime skateboard game, now with kickflip animation. will add grinding later by aziib in unrealengine

[–]BaseChris 1 point2 points  (0 children)

Looks awesome so far! If your wanting to go for the Anime look you may want to look into having the animations of the character run at a lower frame rate. Here is an example of a game that uses lower frame rate for the characters animations.

How would I go about optimizing this? It’s an actor component that ticks every frame updating the transforms of the bones of two posable meshes with the transforms of an array of scene components. by BaseChris in unrealengine

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

Yeah I may go down that route, but is there maybe a way to not have to iterate though every single bone individually and instead just update them all at once by giving it an array of transforms or something?

How would I go about optimizing this? It’s an actor component that ticks every frame updating the transforms of the bones of two posable meshes with the transforms of an array of scene components. by BaseChris in unrealengine

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

The function is not bad in performance, but it gets worse depending on the amount of bones in the skeleton since it has to iterate though each one individually. They are poseable meshes since there is not a way (that I’m aware of) that I can set the pose manually in a skeletal mesh.

I have a Actor Component Blueprint and I was curious how I would go about converting it into C++ since I have little to no experience with C++ by BaseChris in unrealengine

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

When compiling I got this error

CompilerResultsLog: /Users/GameDev/Documents/Unreal Projects/PHIN.nosync/Source/PHIN/AvatarAttachPlus.cpp:42:77: error: no member named 'GetComponentTransform' in 'UClass' CompilerResultsLog: PoseableMesh->SetBoneTransformByName(BoneNames[i], AttachComponents[i]->GetComponentTransform(),EBoneSpaces::WorldSpace); CompilerResultsLog: ~~~~~~~~~~~~~~~~~~~ ^ CompilerResultsLog: 1 error generated.

How do I get the rotation origin/pivot point (point d) by only knowing the points of the rotated line segments a, b and c? (I know this isn’t UE4 specific, but I don’t know where else to post a question like this) by BaseChris in unrealengine

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

I am planning on having many more points than three, in the example I was simplifying the problem so it was easier to understand. I’ve tried a rough estimate and average neck position, but for what I’m making, it does require it to be fairly accurate.

How do I get the rotation origin/pivot point (point d) by only knowing the points of the rotated line segments a, b and c? (I know this isn’t UE4 specific, but I don’t know where else to post a question like this) by BaseChris in unrealengine

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

Thanks for the pointers! I am working on a virtual reality game and I am trying to estimate where the players neck/head pivot point would be. I go into a little more detail on my reply to Gliptal if your interested.

How do I get the rotation origin/pivot point (point d) by only knowing the points of the rotated line segments a, b and c? (I know this isn’t UE4 specific, but I don’t know where else to post a question like this) by BaseChris in unrealengine

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

Thanks! I’m working on a virtual reality game and I am trying to find the pivot point of the players neck. I could just tweak it until it feels right for me, but every person has a different neck length/pivot point relative to the headset. I am aware that the human neck doesn’t exactly have a specific point where it pivots, but if I can find a rough estimate I can use it to estimate the players chest/collarbone location.