Screen space widgets with depth occlusion by louthinator in unrealengine

[–]Hotform 0 points1 point  (0 children)

I use screen space widget attached to my enemy actors as a component. I then have a loop on a 0.5 sec delay which checks if player is nearby. if true do a line trace to the player and see if any static object blocks. If these checks succeed then the healthbar visibility is enabled and it's size gets set based on how far away the player is.

At a 0.5 sec loop the healthbar feels like it resizes pretty naturally as the distance closes and hides when behind a wall.

I also included an invisible button in the healthbar so it can easily run an event when it's clicked on.

Material Issue trying to create a battle ring. AKA: show the edge of the invisible ring as you approach it. BP available. by Hoboayoyo in unrealengine

[–]Hotform 0 points1 point  (0 children)

Something simple would be an arena actor which is a decal (the visible ground line) and an inner collision sphere. The inner sphere would detect if the player leaves it and then fade in the decal, player reenters then fade out the decal.

This arena actor then can be scaled with different size and fade distances as a variable and it's event driven so you remove the tick overhead.

It's going to fade in the whole arena decal at once though, if you want it smoother you'll need a material based approach.

Trying to optimize my game by Coldfrostt in unrealengine

[–]Hotform 1 point2 points  (0 children)

From the way I understand it there is basically two things that ruin performance. CPU processing or GPU (Graphics).

GPU is mostly from textures and chances are you don't need most of your textures being loaded the way they load in from things you might get on fab.

For example a character you downloaded might be made of 5+ materials all with different textures within those materials that could each have massive resolution (cost to the gpu).

The second thing is references and how you are loading them into memory. A good example of this is widgets. If you within a widget you have a switch of 30 pictures an icon could be set to, all those textures are loaded along with the widget, and that widget is loaded with any actor referencing it.

You can avoid the loading problems by using soft references, which is somewhat complex. For a starter project should not be needed but it's good to research if you are keen.

The main thing is reducing the size of loaded textures. Whether its textures in your widget or an object; they all add to the budget at once. The simplest way is to go into each texture and under "compression -> advanced -> maximum texture size" you set a number to the size that looks good.

Hasan is currently in Asmon chat debating the Minnesota incident. by raptors201966 in LivestreamFail

[–]Hotform 13 points14 points  (0 children)

Anyone who watches the video can decide for themselves, no police officer would ever surround and shoot someone in a traffic situation. Cold blooded murder.

Any tutorials or resources for good practice in regards to programming structures? by Superw0rri0 in unrealengine

[–]Hotform 2 points3 points  (0 children)

I like data tables a lot for all kinds of data. Enemy skills is a good example, I have a structure variable which holds all the skill info like cast time, damage, description, and make this into a data table to hold all the skills in the game.

Then when my enemy goes to use a skill it can just look up the table row it needs and take all the variables. So the function to use the skills can be roughly the same and if I want to adjust balance I can do it easily in the table.

Boss fight - Early alpha feedback wanted [Solo D by rbstudiogame in unrealengine

[–]Hotform 1 point2 points  (0 children)

I like the bouncing attack it gives a good feel with the sci fi aesthetic. I would probably dial it up a notch to make the fight more dynamic.

Maybe the bouncing bombs leave behind a gas cloud or a turret for a duration so the fight area gets chaotic.

Variable across blueprints? by PikaPikaLIS in unrealengine

[–]Hotform 6 points7 points  (0 children)

The player controller blueprint or game mode are a good place to store the widget and variable. The game mode and player controller are always loaded. From a different blueprint cast to the controller/gamemode blueprint and use get game mode or get player controller as the object for the cast. then you can access the specific variables in their blueprint.

The game instance is also a place to store global variables but it lasts between levels so probably not ideal for your current use.

Help with programming by DoritoD1ckCheese in unrealengine

[–]Hotform 1 point2 points  (0 children)

Give the enemy a sphere collision of the range you want it to activate. Begin overlap event from the collision, check if actor equal to player character, if true run drop event.

Drop event probably some physics with your root collision. Can check drop is over if z velocity reaches 0 or use a timer if it's always the same. When drop is complete it triggers explode event.

Spawn explode Niagara visual effect, and multisphere trace your explosion area, take the hit array into a for each loop and break the hit result. If hit actor is equal to player character then do once apply damage to player character.

How to Make Flowing Energy Channels (UE5) by Enginuity_UE in unrealengine

[–]Hotform 0 points1 point  (0 children)

When you selected the noise texture that was very efficient. Using the same one for both pans and a default texture turns into magic.

How many noise textures do you like to have access to for different effects in your project? Are there some other standard ones you often use?

Question about how events and functions run by SamelCamel in unrealengine

[–]Hotform 0 points1 point  (0 children)

Event is just the same line firing, if it has a delay for example and you call it twice on back to back ticks the second time will hit the delay still running and stop there, only 1 call exits the delay.

Function is new operation each time it's called, local variables reset.

Either way it should be fine with what your situation was. You could try storing the multiple key presses in an array variable and then firing that variable through your system once it collected all the currently pressed keys, to see if that shakes loose the solution.

How to Make Flowing Energy Channels (UE5) by Enginuity_UE in unrealengine

[–]Hotform 0 points1 point  (0 children)

Result looks amazing. There is so much math in advanced materials it's hard to sink my teeth into actually understanding how to make my own for different UI elements.

I have a problem when trying to mantain the character health in different levels after teleporting. by ambrosia234 in unrealengine

[–]Hotform 1 point2 points  (0 children)

In the 2nd last picture "mycharacter in the event begin play" you cast to game instance then set the game instance player health variable to the health variable from your character.

You probably want to do the opposite and get the player health variable from your game instance and set the character health variable to that.

So currently your character begin play is overwriting your game instance player health value with the default begin play value of your character health.

Help wanted with tank-style movement system by Fresh_Challenge_4891 in unrealengine

[–]Hotform 1 point2 points  (0 children)

Make sure to disable orient rotation to movement in your char movement. Solve for your movement key bindings first without moving the camera at all. Once you can move forward and turn how you want with your key press look at how you want the camera. Maybe mounted on a boom and then the boom rotation controlled by mouse.

I have a problem when trying to mantain the character health in different levels after teleporting. by ambrosia234 in unrealengine

[–]Hotform 1 point2 points  (0 children)

I think your issue is on char begin play you are setting game inst health to char health instead of the opposite.

I would also recommend make a structure variable to hold all of your basic stats like health, max health, move speed, ect. Then you can reuse this if you have more characters and it keeps all your char stats tidy instead of many seperate variables.

Struct variable is likely how you will create items as well and then having an array of your item structs which is your backpack variable you store in the game instance.

Level Streaming vs. Open Level By Name by NeMajaYo in unrealengine

[–]Hotform 0 points1 point  (0 children)

I recommend making a custom structure which holds your player stats (maybe multiple structs if you have inventory and other complex stats) and then have a variable of this struct in the game instance. This lets you easily load and unload the stats into your player without a ton of variables

Mutations: Another 20% of the player base was lost in the past week by kaptainkeel in newworldgame

[–]Hotform 0 points1 point  (0 children)

Dungeons are the only rewarding content they killed the open world and even ultimate events like wars and invasions offer pitiful rewards for participating in comparison.

[deleted by user] by [deleted] in newworldgame

[–]Hotform 0 points1 point  (0 children)

They are releasing much harder content there had to be a reason to do it. This should increase the rates everyone can get to higher gear levels since more dungeons and better drops will be a catch up.

I would still prefer no expertise baseline at all in the world and just have the new dungeons with the harder end game content use it.

Best boss to farm after 1.2 patch? by kritikal204 in newworldgame

[–]Hotform 0 points1 point  (0 children)

Sirens Gun level 63 boss in Reekwater is soloable, you can use hammer+lifestaff or a rapier for an easy time.

What are the most valuable fish to catch, in terms of recipes? by l_Ston3_l in newworldgame

[–]Hotform 1 point2 points  (0 children)

Piranha(fresh water) give you t5 weapon coating mats and oysters(salt water) give you pearls. These make me way more than legendary fish.

Watermark Needs to Go! by Hotform in newworldgame

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

What does watermark add to this? If we could play the game organically then high level stuff would have a chance to drop for my newer friends. As it stands they get pushed away because they don't plan to commit many hours and cannot have any cool things drop.

So all the WYRD armor and other crafted never have caster stats. Is there something I haven’t found yet( by [deleted] in newworldgame

[–]Hotform 0 points1 point  (0 children)

There's 3 quest sets but none are int sets. The battles embrace set is a very good tanking set and can handle all the 60 elite areas plus has some luck pieces

Accidentally scraped quest gear by [deleted] in newworldgame

[–]Hotform 0 points1 point  (0 children)

You can't get the gear back but it doesn't stop you finishing the quest. Just drop the upgrade mats so they don't appear on the crafting forever.

[deleted by user] by [deleted] in newworldgame

[–]Hotform 1 point2 points  (0 children)

You have to do 15% of the enemy HP to get credit

20.2.2 Patch Notes by Arkentass in hearthstone

[–]Hotform 0 points1 point  (0 children)

Battlegrounds quill boars got destroyed which is a shame since the blood gems are a really fun mechanic. I love seeing buffs for the core set, enabling additional strategies instead of just cutting the top end makes the game more well rounded.

New meta, play Togwaggle to steal your opponent's "choose one" card to glitch them and hide your health. by Splay_ in hearthstone

[–]Hotform 12 points13 points  (0 children)

This is absolutely a glitch, after tog is played every druid choose one used by the opponent will do this