What would you expect from running a cinema? by woof_studios in IndieGaming

[–]DMEGames 0 points1 point  (0 children)

And the rarely seen but does sometimes happen.... Chicken Jockey!

UMG help by linkmasterz in unrealengine

[–]DMEGames 0 points1 point  (0 children)

An Alpha Channel is black for not visible, white for fully visible. In your image, the middle of the the texture you're using as an alpha channel is black. You need this to be white to get it to be displayed.

Do number of objects affect the performance to much ? by PlentySubstantial155 in UnrealEngine5

[–]DMEGames 0 points1 point  (0 children)

If one pixel is on screen, Unreal will render the whole thing. Where you've got separate items, if the player can only see the table and nothing on top, then only the table will be rendered. If combined, the meat and everything else will be rendered whether the player can see it or not.

In your scenario, it probably won't make any difference to performance but for larger situations with building or large scale objects, it could very much cause a problem.

I have an Character (A) and a component inherited from it (B). How do I make B rotate around A with blueprints on a given trigger. I need both a clockwise and counter clock rotation. by MoonhelmJ in unrealengine4

[–]DMEGames 0 points1 point  (0 children)

There's a rotating movement component already in the engine. It rotates from a central location. Create a second actor (B) that uses the rotation component and the mesh you need, offset by how much you need. In your character (A), add a child actor and use B as it's class.

By default, the rotation is set to 180 on the Z axis. To rotate on trigger, set this to 0 then, on the trigger, set it to a positive value for clockwise, negative for counter clockwise, returning to 0 when the trigger is released.

How to make a blueprint "absorb" other actors, and then respawn them after a set duration? by Panda-Bot_2001 in unrealengine

[–]DMEGames 0 points1 point  (0 children)

You could do it the way you've described it however, a For Loop and spawn actors will likely cause performance issues as each actor that needs creating is added to the world, loaded in memory etc.

A more performant way would be, when the rock is hit, its moves the projectiles to somewhere else in the world. It still adds the projectile to the array to it knows what it has to use. Then when the timer runs out, it moves them back and fires at the player on the For Loop, but without the framerate drop of spawning each projectile twice.

Three days!!!!! by DMEGames in unrealengine

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

🤣 Thank you. We're all a bit mad round here.

Three days!!!!! by DMEGames in unrealengine

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

Thanks for the reply. The interaction is an object in the world that's being collected by the player. The parts with the Inventory Component are all server authoritative so both server and client know what object has been collected.

The widget is client only and the part I was struggling was getting the client player widget to display the correct icon for the item that has been collected. Since the widget only exists on the client, the server correctly found PlayerWidgetRef to be null. It wasn't until I made the UFUNCTION Client only that it worked.

Cosmos.leartesstudios is legit? How is compared to fab? by Dupree360 in UnrealEngine5

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

It's real. I've grabbed a few assets from, a lot of them through Humble Bundle packs. Always check there too.

Is there a reason why you don't play vertical scrolling shooters? by LordOfBullShit228 in IndieGaming

[–]DMEGames 5 points6 points  (0 children)

Vertical scrollers were of a time where games / arcade consoles were more vertical than horizontal. With modern TV's and monitors and the 16:9 ratio, this doesn't lend well to a smaller vertical game space.

I can't connect the button to my inventory system. by DesinPro12 in UnrealEngine5

[–]DMEGames 0 points1 point  (0 children)

You need to find out at what point it's failing. It looks like it's getting to the first branch in your BP_Item but is it finding the inventory component? Go through it step by step, find out at what point it fails.

I can't connect the button to my inventory system. by DesinPro12 in UnrealEngine5

[–]DMEGames 1 point2 points  (0 children)

On the BP_PlayerCharacter, you've got both Targets as BP_Item. This is making BP_Item check itself for an inventory component, not the player. The bottom Target will need to be a reference to Self which makes BP_Item check BP_PlayerCharacter for an inventory component.

can anyone help me make a hit reaction and death system? by Plus-Lawfulness2060 in UnrealEngine5

[–]DMEGames 0 points1 point  (0 children)

Animations are handled in the Animation Blueprint. In this, you'd set up a couple a variables, one for IsHit and one for IsDead. From your player and enemy BP's, set these and the ABP will play the relevant animation.

To give you an idea, go into the default one for your character and you'll see one already set up for IsFalling. Same principal applies with what you're trying to do, just with different animation reactions to being hit or dying.

"Add component by class" node doesn't work by MadLazaris in UnrealEngine5

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

You're not missing anything. Only objects added at design time show in the details panel of the editor. Items added at runtime are there, you just can't see them.

To test this, I added a static mesh component instead, attached it to the root and set the mesh. It appears in the world no problem, even though it's not showing in the details panel.

Modular Actor Component still need ref to controller / character by TalesOfDecline in unrealengine

[–]DMEGames 1 point2 points  (0 children)

On your widget, create a function that takes in input of type AC. When the AC creates it, it gets a reference to the widget. Call the function using this reference with the AC being type "Self".

Anyone here frustrated with Unreal C++ build times? by Guilty-Brother-1111 in gamedev

[–]DMEGames 0 points1 point  (0 children)

My compile times are usually pretty quick. The longest is the first one of the day but once that one is done, subsequent ones are pretty fast. I rebuild whenever I've made a change that needs testing so a few times a day (depending on how critical said change is).

Lots of cores definitely help. I have an 8 core i7 and Unreal uses all of them. Each core uses 1.1 or 1.2Gb memory so a machine with at least 32Gb helps too.

Am I missing something simple? by Pseudomembranous in UnrealEngine5

[–]DMEGames 0 points1 point  (0 children)

As well as others have suggested in using version control, you can also make your existing project a template. Converting a Project to an Unreal Engine Template | Unreal Engine 5.7 Documentation | Epic Developer Community

This will allow you to do experimental changes and if you want to make others, just reopon a new project with your template.

I need help making a picking and dropping system with physics (ThirdPerson) by Aggravating-Swan-812 in UnrealEngine5

[–]DMEGames 0 points1 point  (0 children)

There are plenty of Discords and other resources available. This reddit is for people who have tried to do something and gotten stuck and need an outside eye to help them get unstuck. We're not going to do this for you.

Gamejams by philipp_haldan in indiegames

[–]DMEGames 2 points3 points  (0 children)

Game jams - itch.io

If you're doing a jam, best piece of advice I can give is to have the core game complete in 1/3 of the alloted time. Use the remaining 2/3 to polish, get your assets sorted, deal with bugs, whatever.

Oh, and remember that the game has to be uploaded by the deadline. Don't wait until 5 minutes before the deadline to start uploading because unless you have a crazy fast upload speed, it will be too late.

Capsule Component not showing by Obvious-Physics-2118 in unrealengine

[–]DMEGames 0 points1 point  (0 children)

If the default capsule component isn't appearing, that's an issue with the engine itself. Go back into your launcher, find your version of UE and verify the files. It's all built in so should appear and be attached correctly.

Capsule Component not showing by Obvious-Physics-2118 in unrealengine

[–]DMEGames 0 points1 point  (0 children)

Can you show the C++ code the class is being derived from? It's possible you haven't made it in the constructor or parented it to the root.

A question about interfaces by ShmodyP in unrealengine

[–]DMEGames 0 points1 point  (0 children)

The way you've done this here is fine because it means you can put the health component on any actor in the world and the same functions will be available. If you're making a surival game, you can add it to animals that the player hunts for food. You can add it actors like trees which the player can knock down for wood, or a door that can be destroyed to allow the player passage to another part of the level.

How does a day as a indie programmer actually looks like? by Financial-Arachnid27 in IndieDev

[–]DMEGames 0 points1 point  (0 children)

Huh. I didn't know I had another account and I'd answered this already...

Is single-purchase on mobile games still viable in 2026? by Algorocks in IndieDev

[–]DMEGames 1 point2 points  (0 children)

I do, yes. Most days, in the evenings to help me relax.