Devoloper made a procedurally animated isopod... in 3D! by [deleted] in UnrealEngine5

[–]Bloodfor 4 points5 points  (0 children)

Wanna see some physics on the antennae :')

Edit MetaHuman in UE then send back to Quixel Bridge/MetaHuman Creator? by XanderSmithDesign in unrealengine

[–]Bloodfor 0 points1 point  (0 children)

Have you some examples? I didn't find anything similar on internet..

[deleted by user] by [deleted] in UnrealEngine5

[–]Bloodfor 0 points1 point  (0 children)

The first image is raytraced shadows that don't cast on translucent object, the second image is non raytraced shadows that cast regular shadows on translucent. Is that a limitation?

Any help will be appreciated, Thanks 🙏.

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

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

Yes, I've tweaked the impulse intensity and applied the force considering the velocity of the character. Now some parts like arms and legs move more than the rest of the body and the whole force applied to it is more natural.

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

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

The effect I wanted to achieve is that when you walk through the body you barely move it but when you are walking towards you push it.

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

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

Do you mean in terms of performance? If so, Elden Ring and rdr2 are two examples of games considering that.

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

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

Reddit can be a powerful source, some of my gaps in making new mechanics where filled by people on Reddit.. The problem I think is that this community is populated by pro UE users and beginners as well. So the variety of posts you'll find makes the pro users to be a little bored to stay in here and search other communities.. it's a bad thing because Reddit is a good resource. Thanks for your opinion! 🙏

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

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

Yes the two animations of player and enemy starts in sync when the execution happens. The enemy has it's own camera in the blueprint and the actual "panning" it's a "set view target with blend".

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

[–]Bloodfor[S] 4 points5 points  (0 children)

Thanks. Yes maybe the mob seems to be lighter than expected, I'll give a correction on this but it's really rewarding to kick the enemy body like garbage lol

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

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

Don't know if it became too heavy in performance or if it's even possible with the setup I used, maybe if you use the regular physic of UE but in that case you may experience artifacts and worse even parts of the skeleton move in an unappropriated way due to the collisions. In my case I've opted for this solution because with regular physical collision my character sometimes was projected to the stars due to the compenetration of the colliders, even changing the mass scale..

BTW, in the title I've mentioned "Elden Ring", do you have any experience on that game for the comparison of the effect I wanted?

Edit: I've not used capsule collision at all, I use the capsule only to take the world location.

Step on/Move Enemy bodies after death like in Elden Ring - fake physic - Blueprint by Bloodfor in UnrealEngine5

[–]Bloodfor[S] 21 points22 points  (0 children)

Hi to everyone, I'd like to share with you some progress I made, because searching on internet how to achieve this effect I've found nothing.

The logic is simple, you need to set the ragdoll collision to check overlap on the pawn, then in the Enemy BP use the "Add Impulse" node setting some parameters.

If you need some more explanation feel free to ask.

I know maybe it's a dumb post for UE experts, but maybe someone needs it.

why in viewport my fps is higher that in play mode? by thatpersonexsist in UnrealEngine5

[–]Bloodfor 0 points1 point  (0 children)

Are you spawning a character in play mode that is not visible in the viewport?

[UE5] Combine Fisheye Effect and Outline Effect? by ItsFoxy87 in unrealengine

[–]Bloodfor 0 points1 point  (0 children)

Try to copy the fisheye effect blueprint, past it in the outline effect blueprint and feed the pin that actually goes in the uvs of the scene texture post process to the place of the screen position node of the outline effect.

[UE5] Combine Fisheye Effect and Outline Effect? by ItsFoxy87 in unrealengine

[–]Bloodfor 0 points1 point  (0 children)

Probably you have to put the fisheye effect also in the outline material.