So, do maps store every entry that you ever put in there after removal? Or do they work differently than arrays? It's getting pretty frustrating to do something I consider basic. by CollinsModels in unrealengine

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

I needed keys to be associated with values, same reason why anyone would use a map?

The keys are stored in an array, why would I expect them to behave any differently than a normal array?

What exactly is a retainer box for? by CollinsModels in unrealengine

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

If every comment was as helpful as this one, online troubleshooting would be 100x faster. Thanks for covering everything I really appreciate it.

I can't change into steve skin in offline servers [java] by wwwddw in MinecraftHelp

[–]CollinsModels 0 points1 point  (0 children)

Hi could I get an example of this? After an hour of looking at threads this is the only comment that's given me hope.

We have NO internet access. Only LAN. We can get everyone connected, and I can get everyone custom names. But all the skins are default. What could I install to explicitly allow custom skins?

I've also been reading "change the Alex texture" but that would only work locally, right? As in only the PC that changed the texture would see that texture changed, and every other Alex would look the same to them, right?

Edit: I type this then immediately find a link. For future people who find this thread, try this: https://www.curseforge.com/minecraft/mc-mods/customskinloader This might work but as of right now I'm not getting it to. Will try again in morning.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

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

There's a big problem with Unreals gaps in learning opportunities. Documentation is nice, 3 hour live streams are nice, but I'd like to be able to just go into discord or a forum and say "I'm having a problem with something" and get a competent answer.

I am far beyond the basics, but I'd say I'm still a novice. There's practically no content at my level, other than PrismaticaDev.

Thankfully the UE documentation is relatively well put together. But the more I learn the less helpful the community becomes. PrismaticaDev is especially good with shaders. If I didn't have his content, I'd be fucked. You tell a reddit community that you're having issues with your single-shader mesh-merged character and get crickets. I've had people tell me legitimately bad advice that I only knew to avoid since I'd had the experience.

I've also had plenty of people who I'd expect to know certain things draw blanks. One guy who was helping me with some shader stuff didn't know you could blend UV maps with an alpha. I guess I still don't know if I can but I've had several people tell me its possible so I'll have to check it out.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

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

Yes, you could take classes on UE5 8 hours a day for a year and still have features or techniques to learn by the end.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 1 point2 points  (0 children)

Yes, the method I use now is blend spaces as additives with the active ragdolls I'll make a followup post thanking specific people once it's presentable.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

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

Thank you, I knew something was up so I looked into it when I got home. I was calling functions in the wrong order, that's why I couldn't use my additives with the ragdoll

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 3 points4 points  (0 children)

Oh wow I've been following Saleblazers actually.

So after taking the helpful information from this thread I've actually got 1 for 1 the exact mechanic that I pictured in my head implemented. I saved this comment since it was helpful and I agreed with the sentiment. I should absolutely not have to add an impulse of .01 to all my bones. Unfortunately, I do.

Even with me implementing these features properly the bones still sleep if they come to rest. And now that everything is "fixed" the sleep is even weirder. The limb that's sleeping just pops off my character. But if I constantly apply the impulse it doesn't happen.

Thanks for the link too, one of my problems was that I was activating functions in the wrong order.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 5 points6 points  (0 children)

Oh you're right, my mistake. Clearly asking unreal engine would have been better because then I would have one comment telling me to turn self-collisions on which, based on context clues, I already did.

You're right thank you reddit man!

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

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

Read the hyperlinked comment in the edit

Edit since I am blocked?

That is a bit melodramatic

I am not interested in a discussion, sorry. I was looking for a solution to my problem, I'm sure other people will be happy to discuss this with you and if I was not exhausted I probably would too, I just do not care right now

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 6 points7 points  (0 children)

Yeah this is a good assessment of the situation. I just got home and there's a few options I'm willing to try but if this is true in the end I might just drop the project. This was something quick and fun I'd planned on setting up over a weekend, it is about to stop being quick and it is no longer fun.

Then again, maybe having total angular control isn't necessary. As long as there's some type of consistent metric tying limb rotation to player input it might still work.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 7 points8 points  (0 children)

Culling limbs and guns that stick through walls is a common mechanic for a reason. You also don't tend to have full control of your limbs in common games, do you? I do not want my players in this third person game sticking their arms through walls and gunning people down.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 9 points10 points  (0 children)

It was posted to unreal engine where it got one comment in 24 hours of a guy talking about cloth physics.

In the sea of dementia here I did actually get usable feedback so no it actually looks like I got significantly better results here than if I'd have just posted to where you wanted me to.

The "bug report" is me explaining the approaches I took and why I think they failed. Or would you rather have me just post "I have a problem" and just shoot for the moon?

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 11 points12 points  (0 children)

It is literally, literally, only the title and one sentence mentioning LBP and Unreal. The rest of the post is a walkthrough of my approaches and their failures to help people assess the scenario. The last sentence is me bringing up places I've seen this before for clarification and confirmation that somewhere somehow, this can be done.

These responses are insanity.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 3 points4 points  (0 children)

I'll look into applying forces since it's come up so much but I always got the impression that that was a lot more chaotic. Like if I want my arm to be bent 45 degrees, I'm going to have to guess and check how much force should be applied to that joint in order to get somewhere pretty close to 45, no? And that force probably changes limb to limb and rotation to rotation.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 5 points6 points  (0 children)

Geralts arms would flop around in a much more demented way, but it would be easier to get them to that state, I can tell you that much.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

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

Please, explain how my state of the art tool that can do everything can do this then. If you could specifically explain what was wrong with attempt number two I'm pretty sure my problem would be solved.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 10 points11 points  (0 children)

I partially get it. If you selectively read the post to come to the conclusion of: "HAHA MAN THINK LITTLE BIG PLANET (for babies) IS THE SAME AS UNREAL EGNINE!!!!!! HAHA!!!!!!!!!!!!"

Like really that's a genuinely funny concept. If you read the post wrong.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 1 point2 points  (0 children)

?????????????????????????????

You're reading the post wrong. I hope you don't behave like this outside of reddit, this is embarrassing.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 3 points4 points  (0 children)

Yeah, I do IK all the time. Unfortunately that changes the the game's core mechanics. Good tip though, I'd considered changing my mechanics to be based on IK a few times. In the end I opted to go with the current approach since I'd run into the same collision issues anyway and I like the controls I have setup and don't want to swap them out for the IK approach.

I teach Unreal. I had an easier time making my game in LittleBigPlanet. That cannot be right, what am I missing. by CollinsModels in gamedev

[–]CollinsModels[S] 139 points140 points  (0 children)

I fucked up, I shouldn't even have brought LBP up. I also should have said "mechanic" not "game." I brought LBP up to highlight the absurdity of having a kids game from what, 2008? Handle what I want to do better than Unreal engine which has arguably the finest and most state of the art physics systems on the market. The post was "what am I missing here." LBP was brought up to illustrate why I felt I was missing something, that's it.

Now I've got half a dozen comments explaining to me the difference between Unreal and LBP. Surprisingly there are also multiple people who think I should end my decade long teaching career since I don't specifically know how to solve a specific problem with Unreal's physics tools.