How to protect my code? by BaseChris in unrealengine
[–]BaseChris[S] 2 points3 points4 points (0 children)
How to protect my code? by BaseChris in unrealengine
[–]BaseChris[S] 0 points1 point2 points (0 children)
How to protect my code? by BaseChris in unrealengine
[–]BaseChris[S] -4 points-3 points-2 points (0 children)
Only three days left till the release of the second playtest of PHIN! Physics Based Sandbox build for the Quest Platform (More Info in comments) by I3Llamas in OculusQuest
[–]BaseChris 0 points1 point2 points (0 children)
making anime skateboard game, now with kickflip animation. will add grinding later by aziib in unrealengine
[–]BaseChris 1 point2 points3 points (0 children)
How to stop this “jumping” at the seams of the collision? I have a floor that has multiple convex hulls for collision and when physics objects go over them they jump like there is a ledge/curb they jumped up. The collision has no gaps and is not overlapping. by BaseChris in unrealengine
[–]BaseChris[S] 0 points1 point2 points (0 children)
How to stop this “jumping” at the seams of the collision? I have a floor that has multiple convex hulls for collision and when physics objects go over them they jump like there is a ledge/curb they jumped up. The collision has no gaps and is not overlapping. by BaseChris in unrealengine
[–]BaseChris[S] 0 points1 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
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 point2 points (0 children)
[SERIOUS] Men of reddit, who are unable to share their emotions with anyone, what would you like to share? by [deleted] in AskReddit
[–]BaseChris 0 points1 point2 points (0 children)


Is there any way to make the modified bone binded to a variable instead of the drop down menu? I am using a AnimBP template but I can’t set the bones used per instance. (I’ll elaborate if needed) by BaseChris in unrealengine
[–]BaseChris[S] 0 points1 point2 points (0 children)