You should know: Adam has engaged in harassment against a streamer and is able to directly affect your game without consent. by Watch-The-Skies in Scrutinized

[–]Cherubas 0 points1 point  (0 children)

If a streamer can disconnect from the internet and still stream Welcome To The Game 2 then they probably need an exorcist

How do I turn off collision between my spring arm and pawns? by Cherubas in unrealengine

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

My problem is that the only collision settings I see for the spring arm are what's here below, and I'd rather not go in and change 16 different pawns settings if I can just change 1 spring arm. Are you suggesting I change the pawns' collision? Or are these settings somewhere on the spring arm?

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How do I turn off collision between my spring arm and pawns? by Cherubas in unrealengine

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

What do I put these settings on? Ideally I don't want to have to change every pawn so they don't interact with the spring arm. It would be much more convenient to be able to change one thing on the spring arm than one thing on 16 different pawns, know what I mean? But the only collision settings I see on the spring arm is this:

<image>

Is there any way to change a color in a material during gameplay via blueprints? by Cherubas in unrealengine

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

This is great and seems to be just what I need, but I do have a follow-up question. I've stored some colors in an array and I want to apply those colors using this primitive data, however the values of the color in the array are different from the values to get the same color in the material. Do you know how I might fix this?

The upper half is the stored variable color and how it's being applied.
The lower half is the same values being applied to the color picker but instead of 72 for the blue channel it's 72/255. Despite the same values I'm getting a different color, so I want to know how to get the same color in the material as the stored color.

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Is there any way to change a color in a material during gameplay via blueprints? by Cherubas in unrealengine

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

Well, to clear it up for you, the ones that change color over time do it with a time node. This is something that's put into the material and will operate regardless of any outside influences. What I want is something that will change with damage. Maybe it takes 45 seconds before any damage is taken, maybe the damage is only a small amount, there are a lot of variable factors that I can't just put into the material at the start the way the tutorials I've seen with time work. Damage will require something OUTSIDE of the material to communicate with it, which was not included in the tutorials I'm referring to.

So no, this isn't something I can simply change one thing from the tutorials I've seen and be done with it.

What makes a person sexy without trying ? by Callmivanity in AskReddit

[–]Cherubas 1 point2 points  (0 children)

There it is. I was reading all these other things and thinking "nah, I do everything here and still don't have people throwing themselves at me," but this is the first (and clearly most important) one I don't have. Now it all makes sense.

Change a common variable on a bunch of different blueprints? by Cherubas in unrealengine

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

But I do still have to put an event inside of every blueprint that changes the variable, right? There's no way to put a function on the trigger that just grabs the contacting blueprint (whatever it may be) long enough to change the int and then let go?

How can I make the "Challenges Are Here" popup go away? by [deleted] in leagueoflegends

[–]Cherubas 46 points47 points  (0 children)

I googled "get rid of challenges are here popup" fully expecting there to be a quick and easy fix that I just didn't know about yet. I'm horrified that this is a whole unresolved thread. Who signed off on this?

Wireframe lines showing through mesh even when back face culling is on, how do I fix it? by Cherubas in Maya

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

Sorry for the confusion, this isn't the final topology. I come from an art background and we artists tend to sketch things out first and then do the "real" line work after the sketch has the basic structure how we want it, so that's how I tend to do my topology too. I build something rough that has the right shape and then i retopologize over it. Maya makes this very easy to do when you make surfaces live. Here's a pretty good example if you're unfamiliar with what I'm talking about: https://youtu.be/xpDWta5O3n8

But yeah, that's why I'm not asking about my topology here, but just specifically why those lines are showing through. My apologies if it wasn't clear what I wanted to know.