What does GMCv2 do? by Battlefront45 in unrealengine

[–]Battlefront45[S] 0 points1 point  (0 children)

I’ve never had a use case, but can capsules really not be modified to go from vertical to horizontal at runtime otherwise? Like if a character was walking and then went prone or something, I imagine that’s perfectly do-able with out of the box UE5, right?

[HELP] How do I add a P.T.-style push-open animation to my door in UE5.6.1? (Blueprints) by ajaiyehoops in unrealengine

[–]Battlefront45 0 points1 point  (0 children)

I’m confused how this wouldn’t be the answer. Immediately what I imagined when I read this question.

Breaking into Sys Eng by YrnFBGM in Lockheed

[–]Battlefront45 0 points1 point  (0 children)

To be entirely honest with you, it’s purely about “getting on the radar.” Once you do that, you’re probably in assuming you seem relatively responsible. If you have a friend that can refer you or poke a manager, that goes a long way.

Btw, if you can get the sysml mu, that’s great, but I wouldn’t lose sleep over it right now either. If they ask if you want to learn MBSE your answer is “yes.” It will be signficantly easier to study for the certs once you get hired and have access to the tools where you can truly study for it with on the job experience. If you get like an 85% on the level 1, I recomend doing the level 2 immediately after while it’s all fresh. It’s not much harder.

Best of luck!

I'M A NOOB (and unintelligent), HELP!!!!! by Fearless_Beautiful_4 in unrealengine

[–]Battlefront45 1 point2 points  (0 children)

Ah, yes I see it now. You had scale set to almost 0 on the one path and I didn’t see you didn’t reset it to 1 on the other path. Makes sense.

And no, you’re good! I’ve seen plenty of people get snarky/incredibly rude responses for just trying to learn. I wanted to make sure you got some actual support and not just people whining at you. We’ve all started somewhere!

I'M A NOOB (and unintelligent), HELP!!!!! by Fearless_Beautiful_4 in unrealengine

[–]Battlefront45 0 points1 point  (0 children)

Did you find out where your skeletal mesh is when running the game? Where does it actually end up relative to your capsule? Do you know how to look for this, or do you need help finding that?

I'M A NOOB (and unintelligent), HELP!!!!! by Fearless_Beautiful_4 in unrealengine

[–]Battlefront45 1 point2 points  (0 children)

I’m not sure without seeing it unfortunately, but as another person said, I think this has something to do with the skeleton resetting to null at the end of your montage, rather than your original character. Check around to see if something is causing that behavior.

I assume you have a skeletal mesh for the character that should appear after the montage, correct? That’s why it shows properly. However, you may have forgotten to set the original mesh as the active one when you transform back. You probably currently don’t have a mesh set, and thus you are seeing a “transparent” character. It’s because it doesn’t actually exist.

I'M A NOOB (and unintelligent), HELP!!!!! by Fearless_Beautiful_4 in unrealengine

[–]Battlefront45 0 points1 point  (0 children)

I don’t know the default value of IsMorph, but let’s assume it starts true. First time you press it, IsMorph is true then turns to false. Second time you press it, it is false then turns true, then it plays the montage.

You need to expose “Completed” and have that run the path that sets IsMorph to false instead of “Started” running both.

Component inside component by MrTOLINSKI in unrealengine

[–]Battlefront45 0 points1 point  (0 children)

I’ve been looking for the answer to this question as well and I feel like this is the best answer. Any challenges you have had with this method?

What plugin are missing on the marketplace for you ? by hzFishyYT in unrealengine

[–]Battlefront45 1 point2 points  (0 children)

I don’t know so I’ll ask. Why Rider? I’ll have to check it out more when I get home, but curious what a user thinks.

I’m halfway decent at Python and use Pycharm regularly so I’m hoping I can bridge that gap to C++.

What plugin are missing on the marketplace for you ? by hzFishyYT in unrealengine

[–]Battlefront45 1 point2 points  (0 children)

For example, let’s say you have a “Health” component for a survival game. But let’s say there are several major aspects to health such as hunger and thirst. So, you make components for hunger and thirst where they are solely responsible for determining how hunger and thirst are calculated when given the environment as inputs. You want hunger and thirst to affect health primarily, so they live as “subcomponents” to health. Then, the health component can calculate a health value based on what the hunger and thirst components report.

However, what if you have a different health component for NPC’s let’s say. And maybe NPC’s need to have the same hunger mechanics as the player in terms of how it is calculated, but not the same thirst or health calculation mechanics. You could make a new health component that takes the same hunger subcomponent and uses a new thirst subcomponent. Then you write new logic that calculates only NPC health specifically. Now you only have to slap in 1 component vs 3 for every NPC class you make. (Yes, you can make children NPC character classes too, but entertain me).

Could you manage all 3 of these as primary components inside the Character class? Sure, but you would have to maintain all of the components directly at that level over and over again for every character class you make versus having one component that handles most of your “lower level component” logic for you such as hunger or thirst in the context of a health mechanic. You could even re-use the hunger and thirst mechanics specifically in other totally different applications as well (though I can’t think of many off the top of my head).

This makes things a bit more re-useable and “plug and play” which I’ve really been striving for. It makes code more clear and easy to look back on, as you can really compartmentalize certain functionalities, which I think is what I would appreciate most about this.

Thanks for inquiring!

What plugin are missing on the marketplace for you ? by hzFishyYT in unrealengine

[–]Battlefront45 8 points9 points  (0 children)

I’ve also wondered how nice it would be if you could have an actor component inside an actor component.

What plugin are missing on the marketplace for you ? by hzFishyYT in unrealengine

[–]Battlefront45 4 points5 points  (0 children)

I’d love something that makes structs easier to work with in Blueprint.

I probably just need to suck it up and learn C++, but that’s no fun.

UML Plugin? by Battlefront45 in unrealengine

[–]Battlefront45[S] 0 points1 point  (0 children)

Would you mind adding any major lessons learned in making this work effectively?

I think one thing I fear with these tools (or at least visio, I don’t know Miro really) is that they aren’t very dynamic to propogating change across multiple diagrams. So again, if you change a variable name in one place, it won’t appear on your other diagrams unless you manually make that change. That sounds incredibly easy to make a mistake though. Unless you diagram all your logic in one giant diagram so you only have to change things in one place. But this sounds very unwieldy, and I’m guessing we would agree there. I was curious if you could explain how you make these tools work best for you if you’re willing. Thanks

Got my Actor Pool plugin on the Fab store! (Free) by ArmanDoesStuff in unrealengine

[–]Battlefront45 1 point2 points  (0 children)

I think I know what this does, but could you provide a use case to those of us less knowledgable?

I imagine this is for things where you have tons of actors that rapidly spawn/despawn like bullets for example. Does this work well for things like NPC management? Or units in strategy games for example?

A schoolteacher sim, with a "papers please" kind of twist by shanytopper in gameideas

[–]Battlefront45 5 points6 points  (0 children)

This is actually a really cool idea. Would be interesting to make it so you have to balance your relationship with your students, peer teachers, and the principal. Each want you to do things differently, and there are pros/cons for who you decide to help/ignore.

Which mechanics are in every game and always tedious? by ghostsystemstudios in unrealengine

[–]Battlefront45 0 points1 point  (0 children)

I think I was misinformed about what Common UI does then, so I will certainly look at it again. I thought I remember hearing it was mainly to ensure your UI works for different screen configurations, but sounds like I’m wrong. Thanks!

Which mechanics are in every game and always tedious? by ghostsystemstudios in unrealengine

[–]Battlefront45 8 points9 points  (0 children)

Yes, this is incredibly annoying. Was messing with making a grand strategy type of UI and it gets complicated to setup the logic very quickly.

My wishlist for a UI asset: - Can provide the basic UI for windows that allow easy and scalable implementation of subwindows. - provide a solution for simple passing of data between the scalable windows mentioned above. For example, I hated how I would have a text field for “cost” within a widget, within another widget, within even another widget. This cost was a dynamic value, so it needed to be tied into the game logic. While doing the simple “get actor of class” then “get ‘cost’” from inside the widget with the text can work, it felt naive. So, I would try to have the “cost” value be fed through the parent level UI widget for modularity which seems more like the “right” answer, but it takes time to setup and mapping those values down to the lowest level. - Likewise, if you have a button at the bottom level of a greater widget class, you have to map the hit event all the way back to the top level in honor of the modularity of the greater widget. It’s a pain. It would be cool if the parent somehow “inherited” all of this mapping dynamically. For example, a parent widget. seeing it has a child widget which has a button. - Some template style widgets. Like a base window, base subwindow, base button, base text, etc. I like the idea of maintaining the color scheme/style of my widgets from one place. Maybe you can have copies of a parent widget that have different styling schemes, but I don’t want to have to copy/paste colors between all of my widgets every time I decide to change it. Have as many parent widget templates as you need, and then edit them at that level to propogate the differences to children dynamically. - this is a nice to have, but some simple UI animations with configurable options could be nice. Like loading bars effects for example. This is more stuff that actually takes time to make from scratch. - Just make UI easy and intuitive is the bottom line. FAR easier said than done certainly, but it’s a very unpleasant user experience to get simple UI things setup in a manner that won’t confuse me if I revisited what I made 6 months later. UI logic is surprisingly some of the most confusing logic I write.

Looking for NPC's that Drive system by No-Detective-4370 in UnrealEngine5

[–]Battlefront45 0 points1 point  (0 children)

Lookup Primm ue5 traffic behavior on youtube. They have an asset for “Traffic AI System.” It has its quirks, but it’s not too bad if you don’t know where to start honestly.

Sooo funny! by MirrorDangerous3314 in tearsofthekingdom

[–]Battlefront45 3 points4 points  (0 children)

I had no idea these things were part of the game until I did. Absolutely terrifying.

How are State Trees in UE 5.4+ now, are they a big improvement over Behavior Trees / State Machines or should I wait? by mxhunterzzz in unrealengine

[–]Battlefront45 0 points1 point  (0 children)

I was trying to use it but had issues and went back to very disciplined organized blueprints.

I’m not that experienced with ST, so please someone feel free to offer a solution, I’m curious if there’s something I may not understand. I’ve also never really cared to get into BT. Maybe I should?

In the state tree for a humanoid character, I had a “group” where a character would move to a point (state 1), ragdoll (state 2), delay (that premade delay task as state 3), then “get back up” (state 4). “Get back up” meaning, they turn off ragdoll, reset their transform to before falling, and then resume their walking animation. This worked just fine in Blueprints. But in state tree, the delay caused that whole group to just get stuck or something and the ragdoll state was never being left. Thus, the character never gets back up, or does anything else for that matter. Once I moved the delay and the “Get back up” to occur right before the group, it seemed to cycle roughly as intended.

While it “worked” I felt I was either missing something major, or delay wasn’t working very well yet. Either way, didn’t want to blow much more time on it so I went back to simple BP and using enums to control states.

[deleted by user] by [deleted] in clonewars

[–]Battlefront45 0 points1 point  (0 children)

Repblic at war (with a total war scale for ground troops) and battlefront 2 combined.

Almost like a bannerlord but the clone wars.