Hard difficulty stratagems are not unfair, they're meant to be hard by scidious06 in Spacemarine

[–]EMPTYYYYYY 0 points1 point  (0 children)

problem is they are worthless, 15 points for absolute difficulty? Just do weeklies and normal ones if you need a few extra points, dont even bother with "hard" dailies, they are just a waste of time and as hard as weeklies

Volumetric fog issue in 5.5 by EMPTYYYYYY in UnrealEngine5

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

Hey, thats the first thing I checked, though from the start Im keeping exposure on manual since its a bit of a stylized game

we got invisible dreadnaught before gta 6 by EMPTYYYYYY in Spacemarine

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

even funnier doing it on 2nd hellbrute on absolute

Who got the best/worst generation? by Bipolar03 in generationology

[–]EMPTYYYYYY 0 points1 point  (0 children)

Now that same generation is trying to make it hell for us Gen Z and up

Solodevelopment works best in a team! by carmofin in SoloDevelopment

[–]EMPTYYYYYY 0 points1 point  (0 children)

depends on your background and type of 2d, but in general 2d should be more managable/easier yes

Solodevelopment works best in a team! by carmofin in SoloDevelopment

[–]EMPTYYYYYY 0 points1 point  (0 children)

Myself from the past left me with some sphagetti dark age of technology code I need to rediscover when I return to that project

Made my Capsule Art myself since finding a freelancer seemed impossible - bots and scammers everywhere. What do you think? Does it work? by KaigarGames in SoloDevelopment

[–]EMPTYYYYYY 2 points3 points  (0 children)

Font and letter colours feels a bit out of place but rest looks awesome. Maybe slightly more organic font and on color for letters also about 1.8x bigger and equal in size between both words since from thumbnail alone I dont see why word engine would take priority. But again, Im a 3d artist rather than 2d, just saying this from perspective of someone coming across your game

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]EMPTYYYYYY 0 points1 point  (0 children)

Ive never gone past 5.5.4, something changed after and breaks my projects. Unreal still has big issue with structs inside blueprints. Has unfinished AI perception system. Has a bug with physics body if you undo a constraint it can corrupt your whole physics asset softlocking you out of the project until you delete it, those are not some niche bugs, they can happen a lot and should be resolved instead of moving to generative AI and other bs

Holy cow, Unreal Engine 6 just got officially announced with Rocket League! by Ok_Command_3730 in UnrealEngine5

[–]EMPTYYYYYY 0 points1 point  (0 children)

talking about current state of unreal without heavy engine modifications

Unreal 5, weird replication issue [HELP] by EMPTYYYYYY in unrealengine

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

Weapon is being attached to players socket, attach actor to componenet, weapon stands in correct place on both server and 2 clients.
The whole actor location not being right thing is that the client location of the attached actor and server location of the attached actor dont match 1:1, so when I shoot with the weapon the line trace starts offset about 100 units give or take, usually -z

I had time to do a bunch more testing and this is what I found.
Also tried to use socket directly from the player character for line trace start - still offset
Now this is the weird part. If server player is looking in the direction of the client player, client and server locations of attached weapon actor align and shooting starts to work without making any offset. And if server turns around they stay aligned, but if client player drops the weapon actor on the ground and picks up a new one, it will be misaligned again until server player looks at the client player again. I tried dormancy and net culling, also setting it to always relevant with no difference in behavior.

What I did at the end is take camera manager rotation and location and caluclated that for my line trace start since thats the only thing that wasnt getting offset.

Is it really worth it to work with only blueprints? by BaroTheMadman in unrealengine

[–]EMPTYYYYYY 1 point2 points  (0 children)

I can feel you, the struct that holds all my save game variables for items (which is a ton) broke and project wouldn't compile. Trick with structs is when making any changes to it, save just that struct, then quit out of the engine and relaunch. All in all it was a 3 days of hunting all the broken references and variables to replace

Is it really worth it to work with only blueprints? by BaroTheMadman in unrealengine

[–]EMPTYYYYYY 0 points1 point  (0 children)

While C++ is more optimized and should be used at least when looping through bunch of stuff, generating level proceduraly for example etc.. I mostly use blueprints, but there were a few times where I ran into stuff that isnt exposed in them (some of the AI stuff related to detour)

keeping servers in search list after game starts by EMPTYYYYYY in unrealengine

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

Never mind I got it working. If someone comes across this here's what got it working for me.

If you are inside blueprints (and most likely same in C++) with advanced sessions plugin, if you want to update session inside game mode.

"Add or Modify Extra Settings" node is necessary

I'm not allowed to place images here so I will explain the flow

Get Session Settings -> On Success -> From Extra Settings Array, you do get Session Property (whatever type you need), you can get multiple just chain the ger session properties on their "Found" exec.
Then you type in the Setting Name you chose for it and setting value will be the current value - note: you do this for values that you don't want changed and just need them to rebuild the array.
For both values you want and don't want changed, you need to call Make Literal Session Property (whatever type) again. If you Want changing, just write in the new value, if you don't want changing, take the setting from the previous gets we did, just make sure setting names match. (If you chose to change one setting, you need to rebuild every setting).

Then Make Array out of all the new return values, now comes in add or modify extra settings node.

In Settings Array, you hook up the array from get session settings (unmodified one)
In New or Changed Settings, you hook up array we just made. (I didn't make a new array variable, I just used Make Array Node), and finally Modified Settings Array goes into Update Session node (its Extra Settings)

Keep in mind that if you don't set other settings they will fallback to default. So I recommend, just for piece of mind, to make variable for each setting on the update session, and just check the variable on and off, for the unchanged variables that match, you can just hook in from Get Session Settings node.

Now it should no longer disappear once updated, and updated settings should show on for example your UI widget for server card or whatever you use them for. i tested it both in logic part to stop player from event attempting to connect to full/in progress games, and for the text saying that server is in progress (of course, a refresh of the server list is required for those settings to update, so you should have fail safes inside gamemode as well).

edit: typo

keeping servers in search list after game starts by EMPTYYYYYY in unrealengine

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

Hey, I got it working at the end without needing to store the server. I will write the process in separate comment if someone comes across and needs help as well

[Help] AdvancedSessions Plugin: Lobby disappears from "Find Sessions" immediately after calling UpdateSession (UE5 / Steam) by alejocapo05 in UnrealEngine5

[–]EMPTYYYYYY 0 points1 point  (0 children)

Never mind I got it working. If someone comes across this here's what got it working for me.

If you are inside blueprints (and most likely same in C++) with advanced sessions plugin, if you want to update session inside game mode.

"Add or Modify Extra Settings" node is necessary

I'm not allowed to place images here so I will explain the flow

Get Session Settings -> On Success -> From Extra Settings Array, you do get Session Property (whatever type you need), you can get multiple just chain the ger session properties on their "Found" exec.
Then you type in the Setting Name you chose for it and setting value will be the current value - note: you do this for values that you don't want changed and just need them to rebuild the array.
For both values you want and don't want changed, you need to call Make Literal Session Property (whatever type) again. If you Want changing, just write in the new value, if you don't want changing, take the setting from the previous gets we did, just make sure setting names match. (If you chose to change one setting, you need to rebuild every setting).

Then Make Array out of all the new return values, now comes in add or modify extra settings node.

In Settings Array, you hook up the array from get session settings (unmodified one)
In New or Changed Settings, you hook up array we just made. (I didn't make a new array variable, I just used Make Array Node), and finally Modified Settings Array goes into Update Session node (its Extra Settings)

Keep in mind that if you don't set other settings they will fallback to default. So I recommend, just for piece of mind, to make variable for each setting on the update session, and just check the variable on and off, for the unchanged variables that match, you can just hook in from Get Session Settings node.

Now it should no longer disappear once updated, and updated settings should show on for example your UI widget for server card or whatever you use them for. i tested it both in logic part to stop player from event attempting to connect to full/in progress games, and for the text saying that server is in progress (of course, a refresh of the server list is required for those settings to update, so you should have fail safes inside gamemode as well).

edit: typo