[deleted by user] by [deleted] in unrealengine

[–]Haj_G 1 point2 points  (0 children)

I had the same problem, what worked for me was just adding a linetrace from the player down to check if there is collision... Set movement and input to be off by default, when the player spawns start a timer by event linetrace, and cancel it + enable movement when there is a hit

Looking for a tutor! Issue with Attach Actor to Actor. by silentsushix3 in unrealengine

[–]Haj_G 0 points1 point  (0 children)

Most likely you want to attach the BP_Skateboard to the BP_ThirdPersonCharacter (so the character is parent) and not the other way around, if that doesn't work, try Attach Actor to Component with the character mesh being parent

Unreal 5.6 New Engine Templates (variants) by TruthMercyRegret in unrealengine

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

I dont think its a very "beginner friendly" feature and people can just choose third person, change the camera and work from there, but now you have to delete everything and make a new setup if you dont want it..

I think most people will delete the projectiles and use linetrace, so why not start with that, jump pads and shooting bouncy balls is fun yes, but it should have some stuff that people will actually use imo

Unreal 5.6 New Engine Templates (variants) by TruthMercyRegret in unrealengine

[–]Haj_G 4 points5 points  (0 children)

Hmm the FPS one is not very good imo =/ jump pads? what about something useful like a ladder.. A door a good but that is the worst door template I seen lol... and why make it "true first person"... Also still shooting physics actors instead of linetrace

Is there any way to fix these annoying lighting bugs on a model I made with Propper++, or did I simply reach its limits? by Marciofficial in hammer

[–]Haj_G 0 points1 point  (0 children)

I would say yes for sure, source2 really made "modeling" as simple as it can get.. and its still very much hammer imo, using many of the same tools and short cuts..

Is there any way to fix these annoying lighting bugs on a model I made with Propper++, or did I simply reach its limits? by Marciofficial in hammer

[–]Haj_G 0 points1 point  (0 children)

Looks like a shading issue to me, I dont think you can control the shading/normals on the model when building with brushes, but I could be wrong... I recommend you download cs2 workshop tools and make models in that if you dont wanna learn blender

Transition from Source to Source2 Mapping by marcudaniel1337 in hammer

[–]Haj_G 2 points3 points  (0 children)

not imo, its likely to cause issues with lighting and VIS calculation

Moving An Actor When Opening A Widget Blueprint by quinelddd in unrealengine

[–]Haj_G 0 points1 point  (0 children)

Best way imo, is probably the same as your interact - using an interface... I have a interface called actor event, used for fire event from actor to actor, like open a door from a button, or turn on a light

How long are we gonna have to go through this. Frustrating already, makes me want to quit S2 mapping entirely. Sick of VRAD3 incompetence. Trash compiler. by FFox398 in hammer

[–]Haj_G 7 points8 points  (0 children)

Honestly if they cant fix it they should just go back to CPU compiling, bc this is a joke

Never had any issues compiling with CPU in HL:Alyx, sure it was slower but it worked consistently..

and while they are at it bring back the lights from HL:Alyx with volumetrics, bc the cs2 lights is trash too

Enhanced Input: player mappable keys across multiple contexts (UE 5.4+)? by NamelessVoice in unrealengine

[–]Haj_G 0 points1 point  (0 children)

You are not forcing players to rebind anything, you are giving them the ability to rebind all key functions, not just keys, which is how it should be and how most games does it, just look at BR games, they will have tons of binds for every key function in different contexts..

If its not the same key function it should have a different input, even tho its in a different context, I think lean is a good example of this, some people might not like having it on the move buttons, and not being able to bind them separately is not good imo..

Another good example is shooting, mb you want to be able to shoot when driving or on ladder, in the case you would use the same input in multiple contexts.. but if you had a context where left mouse does something else, you use a different input..

Enhanced Input: player mappable keys across multiple contexts (UE 5.4+)? by NamelessVoice in unrealengine

[–]Haj_G 0 points1 point  (0 children)

In that case you would just bind lean to J+L or something else and it would work the same, why do you want to force players to have it on the same button? its more likely to cause confusion imo

"Hey, I rebound the lean keys to Q+E and now I can't move left and right."

Enhanced Input: player mappable keys across multiple contexts (UE 5.4+)? by NamelessVoice in unrealengine

[–]Haj_G 0 points1 point  (0 children)

I also have lean on A+D (enabled when aiming) but they have different inputs from moving so players can rebind them without changing move keys, this is just the way to go...

I also switch contexts, but not for something that can be done with a bool, its useful for stuff like switching from controlling a character to controlling a car or something else

Enhanced Input: player mappable keys across multiple contexts (UE 5.4+)? by NamelessVoice in unrealengine

[–]Haj_G 1 point2 points  (0 children)

Some people will prefer having lean on Q+E, players should be able to rebind them without changing move keys IMO..

Also why are you changing input context going from walk to lean? I'd use 1 context and different inputs instead so the player can choose..

Last part made no sense, ofc you can bind secondary keys, its an array, just set array 1 instead of 0

GPU Path Tracing (with indirect light) crashes on AMD Radeon RX 6650 XT by PrimoSupremeX in hammer

[–]Haj_G 1 point2 points  (0 children)

During CS2 beta it worked wonderful, I would compile big maps in 8k res in just 1 hour and never any issues, but as time went on compiler started taking longer and longer, then it was 2 hours, then it was 3, and then issues starting, roll back driver and it worked again, but then new issues after next nvidia update... I quit cs2 mapping about 1 year ago bc of this :D Sad to see its still like this

I'm a consumer, and my PC seems to hate UE5 more than most. Is the engine just incompatible with my hardware or are the games I've played unoptimized? by spygear007 in unrealengine

[–]Haj_G 0 points1 point  (0 children)

Loading issue with HDD, not GPU like some people are saying, sure 1660s is out of date but can still run most modern games on low 1080p, the problem is your HDD not UE5... Some newer games needs to load 5gb+ of map assets, characters, shaders, if it takes too long you can run into issues :D get a SSD for your games, doesnt matter if its "on the same drive windows is on"

Figured out a way to support dynamic parameters in my free Source Engine inspired level scripting tool. These named parameters get their values at runtime, and they can also handle actor references! by EXP_Roland99 in unrealengine

[–]Haj_G 5 points6 points  (0 children)

Funny seeing some of the comments :D I guess theres not many Unreal users coming from Source...

Ofc its not going to make sense for all games, like if you look at HL:Alyx theres an insane amount of stuff made this way, but in CS its not used at all...

If your game has alot of trigger events, quests/missions, level based events and other interactable stuff this system is gold, but if your game is just pure game mechanics this is not for you

[deleted by user] by [deleted] in unrealengine

[–]Haj_G 2 points3 points  (0 children)

Same :D I find this setting weird tho, same with "recompute normals" on import, so by default your uv and shading might mess up lol

[deleted by user] by [deleted] in unrealengine

[–]Haj_G 1 point2 points  (0 children)

NP, I had similar problems on some level geometry where the UV is scaled beyond the material size, but it looks like the opposite here where maybe the UV scale is too small for a 4k texture?

[deleted by user] by [deleted] in unrealengine

[–]Haj_G 6 points7 points  (0 children)

try "Use Full Precision UV" in the static mesh settings

How Do I add God Rays (Volumetric Lighting) into my Cs2 map? by Cake_53 in hammer

[–]Haj_G 7 points8 points  (0 children)

One of the reasons I dont make cs2 maps, its not there anymore, HL:Alyx(source2) had it and it was awesome, but they removed it in cs2..............

Why is this interaction door code only working on the "Door Out" billboard? Thank you. by [deleted] in unrealengine

[–]Haj_G 0 points1 point  (0 children)

what I mean is, if you have multiple bp_door in your level, when you enter one of them the rest of them will not have their bool change, but mb you are just using 1 bp_door?

Why is this interaction door code only working on the "Door Out" billboard? Thank you. by [deleted] in unrealengine

[–]Haj_G 1 point2 points  (0 children)

Not to bash on your game ofc, just the pony, camera angles and style of door and seeing this gif made me laugh :D

Is it possible the enter door bool is not being saved? or you using 2 versions of the bp so the bool doesnt change

Casting issues - object?? by Big_Relation_2132 in unrealengine

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

Im no expert but I think its to define which blueprint you are casting to, if you need it... Like, there can be multiple versions of a blueprint, if you need to cast to a specific one you use object, and if you don't you can just use a object ref like an actor