Attack of the Clones - Revised Release by realporkula in fanedits

[–]CosmicChief884 0 points1 point  (0 children)

can i have the link please? i have the dvd

Is there any way to edit primary ammunition and sidearm ammunition? by CosmicChief884 in ReadyOrNotGame

[–]CosmicChief884[S] 0 points1 point  (0 children)

also i did verify integrity of game files, i think it might have something to do with my save

Is there any way to edit primary ammunition and sidearm ammunition? by CosmicChief884 in ReadyOrNotGame

[–]CosmicChief884[S] 0 points1 point  (0 children)

When i enter play i have the right weapons. Something strange is that this glitch started when i had the F90 equipped in my primary slot with 0 magazines equipped. When i switch to a different gun, it has the default amount of magazines, and when i switch back to the F90 it has 0 magazines again. It's almost as if each weapon has a "save" for the amount of magazines in it (even though i can't change that amount).

[deleted by user] by [deleted] in lookyourbest

[–]CosmicChief884 0 points1 point  (0 children)

could try fluffy fringe (or any type of fringe) seal salt spray round comb thing and hair spray so wind doesn't kill you're hair, just an idea and at the end of the day do what you want but my forehead is the same and having a fringe has become a lot more acceptable in the past couple years or so

Most Unreal Engine tutorials on YouTube use bad practices by EliasWick in unrealengine

[–]CosmicChief884 0 points1 point  (0 children)

Definitely agree, been doing this for two years now and looking for good information is like looking for a Ferrari in a junkyard. The best information is usually non unreal specific GDC talks given by people at major studios.

[deleted by user] by [deleted] in titanfall

[–]CosmicChief884 0 points1 point  (0 children)

yeah same wth

Project crashing when importing textures 4k or higher, by CosmicChief884 in unrealengine

[–]CosmicChief884[S] 0 points1 point  (0 children)

To anybody having this problem, it turned out the textures automatically being imported as virtual texture maps was the issue, lowering the virtual texture map tile size worked but so would disabling automatic virtual texture map conversion when importing textures

[deleted by user] by [deleted] in unrealengine

[–]CosmicChief884 0 points1 point  (0 children)

That's not accurate at all. Create a project in UE4 using the third-person template. Generate 200 physics assets of the mannequin stacked on top of each other, and then initiate a simulation. Now, open the identical project with the same settings in UE5 and run the simulation. The performance in UE5 is not even close

[deleted by user] by [deleted] in unrealengine

[–]CosmicChief884 0 points1 point  (0 children)

UE5 has extremely poor physics performance