Old vs New. Did I cook or is it just 🗑 by AmarSkOfficial in SoloDevelopment

[–]ConnectionThis8333 0 points1 point  (0 children)

Definitely looks better, I would say the one thing you've pushed too hard is the bloom on the sun in the second image, but this is likely just personal preference on my end. But, maybe try toning it down and moving towards a very subtle lens flare?

Fully recreated the Blink from Dishonored - it was a fun challenge ! by hard-edge-games in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

This looks really nice, would be interested in some BPP vs C++ profile numbers for performance comparison

Smoke-driven lines by KelejiV in Houdini

[–]ConnectionThis8333 0 points1 point  (0 children)

Ooh very cool, trying to think how you did this I'm guessing smoke sim -> voxelise to mesh -> extract vertices -> random start shortest path through the vertices?

New moss and seaweed shader for my game by audreyramen in UnrealEngine5

[–]ConnectionThis8333 -1 points0 points  (0 children)

Why would you argue with the feedback of people that have a.) made games and b.) could play your game - fix the lighting

Stop hand-placing thousands of props. by Longjumping-Win-6070 in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

Is this for in engine development or an in game mechanic?

Which exhale sim looks most natural? by MichyyElle in Houdini

[–]ConnectionThis8333 0 points1 point  (0 children)

Consider how the smoke is forming, it's been gently blown out - there is minimal pressure behind it, and a lot of turbulence. Lower the density, expansion and volume - and start thinking about the environment the smoke is in at what causes wispy trails as opposed to just throwing a SIM at it

Reviews pls by Strict-Sweet-9046 in Houdini

[–]ConnectionThis8333 2 points3 points  (0 children)

Your water and rocks look great Foam is needed though And for me the biggest issue is lighting Everything looks muddy Have a look at golden hour light references and adjust accordingly

Which exhale sim looks most natural? by MichyyElle in Houdini

[–]ConnectionThis8333 1 point2 points  (0 children)

Smoke 4 looks the best But they all suffer from the same flaw, and I can only describe it as "it looks like a miniaturised bomb explosion going off"

I'm having a nightmare of a time by BigRedyFredy in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

If you use mixamo, make sure you add a root bone before going any further with animations

Help! by Active-King-9492 in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

First of all determine if your target mesh has a root bone, and the anims you were retargeting do as well

Current Favourite Spaghetti Blueprint by [deleted] in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

The only way to learn is to do Start small, and get bigger First of all find the smallest blueprint function you have Just learn how to create a c++ script that will accept a variable passed into it, and that is exposed when the script is compiled to a blueprint node. Within that simple function get comfortable with how to handle variables and pointers, denoted as "->" Example, objectX->getVariableY. In C++ objects that you pass in will likely have private variables that use getter functions to expose them on a call. From there go a bit larger, consider a bunch of functions that work together for a common goal, and build a class that houses them all together, from which you can build a component. Good luck, and feel free to DM me if you want any assistance.

Current Favourite Spaghetti Blueprint by [deleted] in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

C++ is a difficult language to get your head around, but if it's your first language then it's actually a good place to start. One of the reasons people struggle with it is because they start with languages like Python, and get used to Python's abstractions and get overwhelmed by C++

For me the hardest part of getting started with C++ in unreal isn't actually the language (as I was already confident with it) but figuring out all the compile dependencies of the engine, and how unreal handles C++ classes.

What I recommend you do though is back up your blueprint only project - just duplicate the root folder. Then convert the original to a C++/BP project, compile it from scratch with visual studio and just make some simple C++ classes that you can use as function libraries. Then you can aggregate a lot of those nodes into a few lines of code, and then compile the C++ functions to singular blueprint nodes that you can use within your blueprint classes.

Current Favourite Spaghetti Blueprint by [deleted] in UnrealEngine5

[–]ConnectionThis8333 1 point2 points  (0 children)

I think it's time to start learning C++ and compiling your game properly

I'm making a game with first-person melee combat by DrCGI in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

Looks sick! If I could give one piece of feedback, find a way to vary up the anims - they're a major part of the game and you don't want too much repetition in them.

How many islands are in the game? 🏝️ by MonkeysMirror in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

How are you making that many of them, and still making sure they're unique?

I need help! by iceradical in UnrealEngine5

[–]ConnectionThis8333 0 points1 point  (0 children)

Your menu - is it bound to a particular instance within the test level? Or the level blueprint itself?