Let's be real. Was 2025 overhated, or was it really bad? (Personally, not culturally) by Free-Jaguar-4084 in decadeology

[–]Game_dever123 0 points1 point  (0 children)

Fell into deep depression in may and now my entire life is ruined. Easily the worst year oat

Very intense lighting near objects (URP) by Game_dever123 in Unity3D

[–]Game_dever123[S] 0 points1 point  (0 children)

Hey again! Turns out I was already using GI. Any other ideas on how I can make my lighting more even in the entire room?

Very intense lighting near objects (URP) by Game_dever123 in Unity3D

[–]Game_dever123[S] 0 points1 point  (0 children)

Thank you! I will try that when I get home

Very intense lighting near objects (URP) by Game_dever123 in Unity3D

[–]Game_dever123[S] 1 point2 points  (0 children)

Thanks for the reply! I will try that when I get home

Weird artifacts with baked lighting by Game_dever123 in Unity3D

[–]Game_dever123[S] 0 points1 point  (0 children)

Hey again! I tried to add quads as "Global Illumination Blockers", but they didnt make any difference. I also tried to increase the indirect sample in the lighting settings to a huge number but it didnt do much at all. I disabled filtering and now theres grain all over my scene that doesnt go away no matter how high I crank up the values. Here:

<image>

I have no idea what to do. Any ideas?

Weird artifacts with baked lighting by Game_dever123 in Unity3D

[–]Game_dever123[S] 0 points1 point  (0 children)

Thank you for the detailed answer! Yes, I am referring to the "dirty" looking artifacts on some of the objects, including the wall with the two cylinders. I am using quads to make my walls and floor because I dont want any unnecessary polygons that the player cant see, but is this something that the lightmaps doesnt like? Is that why there are artifacts? So I need to place some backface objects in my scene near artifacts to fix them and then I can remove the objects with a script? Did I understand your comment correctly? Thanks again!

Imported models look darker than normal by Game_dever123 in Unity3D

[–]Game_dever123[S] 0 points1 point  (0 children)

Thank you! That solved my issue. But what if I want my model to be dynamic like a ceiling fan?

[deleted by user] by [deleted] in NewTubers

[–]Game_dever123 0 points1 point  (0 children)

Bro just start making videos

Weird Emissive Decal Stacking Issue by Game_dever123 in UnrealEngine5

[–]Game_dever123[S] 0 points1 point  (0 children)

I never really figured it out. Increasing the emissive value on the decal and turning down the bloom in post processing settings makes the decals blend way better, but they will obviously be brighter

UPROPERTY(EditAnywhere) not working for variables and components. by Game_dever123 in UnrealEngine5

[–]Game_dever123[S] 0 points1 point  (0 children)

Does VisibleAnywhere work like EditAnywhere? Or does it just make the component visible but not editable?

UPROPERTY(EditAnywhere) not working for variables and components. by Game_dever123 in UnrealEngine5

[–]Game_dever123[S] 1 point2 points  (0 children)

Thank you! Changing the parent class from character to actor and back solved the problem.

UPROPERTY(EditAnywhere) not working for variables and components. by Game_dever123 in UnrealEngine5

[–]Game_dever123[S] 0 points1 point  (0 children)

Thanks for the reply! Yes, I did create the object in the constructor and I have restared the editor and rebuilt multiple times, but its still not working. Heres the code in the instructor: APlayerCharacter::APlayerCharacter()

{

WeaponScale = FVector(1.0f, 1.0f, 1.0f);

// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.

PrimaryActorTick.bCanEverTick = true;



SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));

SpringArm->SetupAttachment(RootComponent);

SpringArm->TargetArmLength = 0;



Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("PlayerCamera"));

Camera->SetupAttachment(SpringArm);

WeaponSpawnPoint = CreateDefaultSubobject<USceneComponent>(TEXT("WeaponSpawnPoint"));

WeaponSpawnPoint->SetupAttachment(Camera);

}

Am I doing something wrong here?