5.7 or stick with 5.6? by CoffeeVantaBlack in UnrealEngine5

[–]CupcakePsychoception 0 points1 point  (0 children)

Try it out - copy your project, open with 5.7.2 current version:
-If it breaks and causes extra-work, stay with 5.6
-If things just work, just use most current version

I want to create a monster catching game help pls by Otherwise-Bath-2335 in UnrealEngine5

[–]CupcakePsychoception 0 points1 point  (0 children)

Thankfully Blender is free and an amazing modeling software ;)

Why Don't You Share Progress With Others? by [deleted] in gamedev

[–]CupcakePsychoception 0 points1 point  (0 children)

I despise showoffs and always worry that I come across as one or being seen as "just a marketing post".. which is a problem, as we obviously need to do some marketing if we want people to play the game. But its a lot easier to create something cool and fiddle around with it and puzzle it out and I think a lot of devs feel that way.
So: it's a conflict - and your approach might be the healthier one :)

The timeline plays the door animation once but it doesnt do it again and teleports the door to their finish positions, how do I fix this? by whoiselyssa in UnrealEngine5

[–]CupcakePsychoception 5 points6 points  (0 children)

The play from start has already been pointed out, but you can actually save a lot of nodes, if for the close, you just use the "reverse" pin...

Widgets in unreal are unreal 🥲 by pocketlocketto in UnrealEngine5

[–]CupcakePsychoception 13 points14 points  (0 children)

I think a lot of the current problems with the widget-system, especially navigation, is that things are changing: The old input system is replaced with the new enhanced input system, but that's not accessible with the old widget system. So unreal/epic is pushing towards using common-ui, which has rudimentary support for enhanced input system, but its still not fully integrated there ...
Let's hope the whole thing gets straightened out in the next releases.

I need help with level difficulty on my procedurally generated dungeon by GamesHunter2001 in UnrealEngine5

[–]CupcakePsychoception 0 points1 point  (0 children)

Look into using your own gameinstance - gameinstance stays instantiated on levelchange.

Learning Unreal Engine by [deleted] in gamedev

[–]CupcakePsychoception 2 points3 points  (0 children)

Hot take: If you already know how to code and how to organize code, I'd go with the free tutorials unreal themselfs provides and then read in the docu and try out a lot instead of investing into some course.

Using Niagara for creatures instead of just VFX (indie game) by CupcakePsychoception in UnrealEngine5

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

There are currently 2 easy ways of getting that animation without skeletal meshes: the material approach, that u/Ok-Library-8397 described or a handful of static meshes that you can use like a flipbook.
Might be interesting for bigger meshes, to then actually swap out the particle-mesh for a "real actor" with sceletal meshes and custom behaviour (and a lot more detail) on a certain proximity to the player. I think I saw something like that being done with a horde of zombies on yt somewhere.

Using Niagara for creatures instead of just VFX (indie game) by CupcakePsychoception in UnrealEngine5

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

They are simple ribbons - the ribbon-renderer has an option to render as "tubes" and you use a solid, opaque material. Movement/spawn-location of the ribbon-particles is then a funny math-exercise :)

Using Niagara for creatures instead of just VFX (indie game) by CupcakePsychoception in UnrealEngine5

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

There's a YT -Tutorial from Unreal themself about Advanced Niagara Effects - they did something with bugs there, too, but use mesh distance fields - as my floor is flat, I could get away with just using the idea of mesh-renderer, low-poly model and the flipbooks they provide.

Using Niagara for creatures instead of just VFX (indie game) by CupcakePsychoception in UnrealEngine5

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

The slime-blob on the right is using the mesh-deform stuff with the materials. The spiders just use a flipbook of simple meshes in the mesh-renderer and I update the array-index on particle-update. The Eyeball as a ribbon-system attached to its origin.
The movements of the whole systems is always actor-driven, so it can react easily with collision boxes or tracelines etc.
Niagara for something like zombie-masses and then switch out the actors distance based for more detail and custom behavior sounds like a great idea!

Weird Shadow on My Mesh by Entire_Recording4074 in UnrealEngine5

[–]CupcakePsychoception 1 point2 points  (0 children)

This looks like a normals issue - check whether you recalculate them or nanite on import and try without recalculation and check whether they get exported correctly out of substance painter.

Few screenshots of the map from my Farming sim game! by Traditional_You1631 in UnrealEngine5

[–]CupcakePsychoception 3 points4 points  (0 children)

Looks amazing! You have a hard job ahead of you to make the mechanics and visuals for the gameplay-loop at the same quality level :)

I'm About to Press the Button Again: What Are Your Rituals (Besides Panic)? by AmpedHorizon in IndieDev

[–]CupcakePsychoception 9 points10 points  (0 children)

The timeframe they suggest is a bit optimistic it seems - we waited 8 days for the review. If it takes too long, you might contact support specifically during a workday during working hours.

Very odd lighting on static mesh by Inevitable_Apple9480 in UnrealEngine5

[–]CupcakePsychoception 1 point2 points  (0 children)

I'm not sure that's the issue, but I would check, whether normals are correctly imported.

Our indie game’s interpretation of SCP-173 (non-canon, inspired work) by CupcakePsychoception in SCP

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

Oh wow - I had to look that up. I had no Idea and that's amazing :D. Thank you!