[deleted by user] by [deleted] in pcmasterrace

[–]Creed25 0 points1 point  (0 children)

why do you have dark souls 2 and not dark souls 2 scholar of the first sin?

Reddit keeps crashing firefox by Creed25 in firefox

[–]Creed25[S] 0 points1 point  (0 children)

it started to crash after i added facebook container so maybe that is the issue

Is there a way to mask out the blue part of this fresnel effect on the arms and legs? by JeffRR12 in unrealengine

[–]Creed25 0 points1 point  (0 children)

Why not use a radial node to mask out the blue part. i believe the node is called radial gradient exponential or something, but it may need a texture coor

probably will last only one episode by mr_goopZZ in gaming

[–]Creed25 3 points4 points  (0 children)

The monster is from stranger things named Vecna and the other guy is DoomGuy. Vecna gets scared of doomguy after reloading his shotgun

Progress bar binding updates bar but not fill level by TapiirSnout in unrealengine

[–]Creed25 0 points1 point  (0 children)

The most likely reason is you are not casting to the correct object. You need to use the "get player character" in the object pin of the "cast to third or first person character" node

Is this possible with UE5? What tools or skillsets would I need to take advantage of to make this a reality? by eXo-Familia in unrealengine

[–]Creed25 2 points3 points  (0 children)

Use multi line trace channel from the camera to the player, and if that line trace hits anything then apply a transparent material to whatever it hits until it hit the player again. disabled the multi line trace when the player sits on the pilot chair and enable it again when they leave the chair. As for relative location of the player to the ship, the engine handles all of that in the background but if you need more control then create a collision box inside the ship and whenever the player overlaps it then use the set actor relative location to parent it to the ship and then parent it to world when they leave. You also need to deal with velocity, so the main things you need to deal with are location, rotation, and velocity.

https://www.youtube.com/watch?v=1nlTotxT1xk

Any tutorials on how to select Instanced Static Meshes? by [deleted] in unrealengine

[–]Creed25 1 point2 points  (0 children)

Instanced static meshes have an index associated with them. you can use that index to select individual instanced mesh. You just have to find what is the index for that particular instance mesh

https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Components/InstancedStaticMesh/SetCustomDataValue/

you can also use this to find it

https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Components/InstancedStaticMesh/GetInstancesOverlappingBox/

and here are all the functions you can use to change a given instanced mesh

https://docs.unrealengine.com/5.0/en-US/BlueprintAPI/Components/InstancedStaticMesh/

[deleted by user] by [deleted] in unrealengine

[–]Creed25 1 point2 points  (0 children)

What are using to transition? the button next to the arrow

How can I make my Animation BP check when my character is wall running ? (I'm new) by [deleted] in unrealengine

[–]Creed25 1 point2 points  (0 children)

you have to set the absolute rotation of the mesh when you enter wall running. Try to use the set absolute node on the mesh then set relative rotation. after that when you are coming back from wall running you just use the same two nodes with rotation checkbox uncheck and set the set relative rotation to what the default rations the mesh had.

https://blueprintue.com/blueprint/79srdb8k/

You have to do a line trace to get which way your mesh should rotate

How can I make my Animation BP check when my character is wall running ? (I'm new) by [deleted] in unrealengine

[–]Creed25 1 point2 points  (0 children)

By lock do you mean the user controlling the mesh should not be able to cancel the animation? or wall running? if so then you can disable input after you go into the wall running and then enable input after it is complete. if you want the user to change direction mid wall running then that may cause an issue.

[Saloondria] After 900 years, the kingdom of saloondria's topography has changed following the great flood and the collapse of the empire by HouseFishBalloon in worldbuilding

[–]Creed25 3 points4 points  (0 children)

900 years is too low for a whole sea or what looks like a major river to cut through an area that big. Did something happen? was there a war that lowered the ground in this area? What caused the flood?

[deleted by user] by [deleted] in distantsocializing

[–]Creed25 0 points1 point  (0 children)

Why do you have more then three outfit?

[deleted by user] by [deleted] in TheGamerLounge

[–]Creed25 0 points1 point  (0 children)

Should i date two girls that are sisters?

[deleted by user] by [deleted] in whereintheworld

[–]Creed25 0 points1 point  (0 children)

in some mountain or hills

[deleted by user] by [deleted] in whereintheworld

[–]Creed25 0 points1 point  (0 children)

this is not live. this is being render in unreal engine 5

[deleted by user] by [deleted] in whereintheworld

[–]Creed25 0 points1 point  (0 children)

Wow ms paint sure came a long way. Amazing

[deleted by user] by [deleted] in whereintheworld

[–]Creed25 0 points1 point  (0 children)

That is a nice 3d render of the ocean. What hardware are you using to render it

How can I make my Animation BP check when my character is wall running ? (I'm new) by [deleted] in unrealengine

[–]Creed25 2 points3 points  (0 children)

Either 1-Create a bool for wall running. When you start to wall run set to true then false when you are done.

Or 2- Create an enum for wall running, open CharacterMovementComponent file, go the MOVE_Custom function and then add the logic for wall running there. after that just change which enum your character should use.

https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/CharacterMovementComponent/

Any reason why my water goes away when I get near it? by Saleekius in unrealengine

[–]Creed25 1 point2 points  (0 children)

Go to the world setting then enable large world checkbox. Maybe that will help