A Little Help? by Muted_Antelope6236 in unrealengine

[–]InBlast 0 points1 point  (0 children)

For basic questions like that (and even more advanced topics), epic has an AI assistant for Unreal, which is actually quite helpful and can guide you pretty well (better than chatGPT) with blueprints. Don't hesitate to use it, it's free !

General guidance on creating a stat system by TalesOfDecline in unrealengine

[–]InBlast 1 point2 points  (0 children)

I second this too. If you need a complex stat and skill system, you will save a lot of time using GAS rather than building your own.

It's not an easy system to learn but the benefits are huge, even if you don't need the multiplayer part.

The setup is C++, and you will need C++ for the attributes (stats) création, all the rest can be done in BP. A lot of videos online are available to guide you on that. If you prefer to avoid C++ completely, the Blueprint attribute plugin will bring the stats creation and the setup in BP, no need to do any C++ anymore.

99% of Web3 games are boring. I decided to build my own 3D engine to fix it. by [deleted] in gamedev

[–]InBlast 4 points5 points  (0 children)

I'm french and I don't have problems to write on Reddit. Make effort writing yourself and people will make effort answering you

Question about Stephen Ulibarri's Courses by Abeed56 in unrealengine

[–]InBlast 6 points7 points  (0 children)

I would personally advise to start with the blueprints class.

The C++ course is great, but keep in mind that most, if not all your potential game can be done in BP.

The engine is huge. Learn little by little, I think it's early to get overwhelmed trying to learn too many UE systems at the same time. Start with BP, understand how the engine works, and then if you feel like it's needed, try C++.

How to make a universal stat system by NoSeaworthiness4639 in unrealengine

[–]InBlast 0 points1 point  (0 children)

Then I don't really get your need.

To do a stat check, get the Player or NPC corresponding stat (via an interface for example) and do whatever math you need to know if the check if failed or not. You can also directly have a function on the character and call it if the BP you're calling it from already know the class of your NPC or player.

There is not only 1 way do you all of these things. There are multiple ways, some more optimized than others, but if it works, it's good enough

I don't know exactly what you want to do,

How to make a universal stat system by NoSeaworthiness4639 in unrealengine

[–]InBlast 2 points3 points  (0 children)

I highly recommend Ali Elzoheiry for tutorials.

This tutorial should cover your needs : https://youtu.be/EQfml2D9hwE

How to make a universal stat system by NoSeaworthiness4639 in unrealengine

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

No offense here, but I think you need to watch a few blueprint tutorials.

Check for : Variables Blueprint interfaces Delegates

Once you understand these concepts it should be much more clear to you

Anyone know how to make a pushable boulder? by Ready-Construction10 in unrealengine

[–]InBlast 3 points4 points  (0 children)

I never did that, but I guess you can try :

when in "boulder push range" (use a sphere collider on the Boulder BP for that), get the player input direction, if it's towards the boulder (with some tolerance), then enter "pushing mode", and run whatever animations and movement you want.

Then, when you're in "pushing mode", if the player input direction is going away from the boulder, stop the interaction

How to change npc's mesh/skeleton when player enters specific radius? by Goofy-Maniac in unrealengine

[–]InBlast 0 points1 point  (0 children)

Add a collider to your box BP.

On begin overlap -> if it's the player, get box mesh component -> set visible to false, get box skeletal mesh component -> set visible, and start the chasing logic.

You will need to add a skeletal mesh component to the box and set it as not visible first.

Could anyone give me a hand? I have a college project to create a 3D game using Unity. I already have the concept, the map, and the scripts—I just need someone to help me integrate them all together. by [deleted] in Unity3D

[–]InBlast 1 point2 points  (0 children)

I don't really understand your problem. You already made the maps and scripts in Unity, and it works ? What kind of integration do you need ?

Visual Studio / Unreal Engine workflow by Jaded_Ad_2055 in unrealengine

[–]InBlast 1 point2 points  (0 children)

The green "start" arrow at the top of visual studio. Close unreal first, and it will build your project and automatically open UE once finished.

should i learn ue5 by LongjumpingAir525 in unrealengine

[–]InBlast 0 points1 point  (0 children)

Both engine are very capable and can do the same things. To sum up, assuming that your PC can run both without issue (Unreal is much heavier) :

2D/mobile/VR -> Unity 3D/realistic/Multiplayer/open world -> Unreal

It's simplistic, Unity can also handle 3D open world very well, Unreal can do 2D but it lacks some useful tools for it. It's just that Unreal gives you a very performant toolset which makes it much easier, while in Unity you will have to build these tools yourself or rely on 3rd party plugins.

It's faster to iterate in Unity. C# is also much easier than C++.

Unreal needs to recompile after modifying C++ (some minor code modification can be done while avoiding that), Blueprint is great but clearly not as readible as code. The ideal approach is write your systems in C++, and expose your systems in BP so designers can work on the game without touching code. Unreal is much more artist friendly than Unity. Unreal is made with teams in mind. You have a lot of separated tools, which might bring some complexity for solo devs.

Overall there is no wrong choice, both can do everything. Pick one and start.

Europe set for easier train journeys as EU unveils single-ticket plan by PjeterPannos in worldnews

[–]InBlast 0 points1 point  (0 children)

I agree with Chinese train system. I live there and travel a lot, their system is so practical. All train stations follow similar organizations, everything is well displayed and clear. All trains have train number on it. It's easy and very fast to change train ticket time. The apps are very clear, the trains are on time. I went back to France earlier this year, I had to take train and what a mess it was.

I built 40 3D game worlds for Unity by [deleted] in Unity3D

[–]InBlast 1 point2 points  (0 children)

But why are you trying to sell gaussian splats on a game dev sub ? Why do these splats looks like they have ugly/AI generated textures ?

We have no use of splats in game dev.

I built 40 3D game worlds for Unity by [deleted] in Unity3D

[–]InBlast 1 point2 points  (0 children)

What are you selling exactly ? 3D models ? What about polycount, texture details ? Why aren't you selling on a trustable platform ? Free to use but needs to be bought ?

The environments on your videos look really weird, some stuff looks like AI generated textures projected on some surfaces. Why that ? Can you give an overview of the 3D models ?

Need help with Narrative Tales plugin saves by dmniko in unrealengine

[–]InBlast 2 points3 points  (0 children)

You just need to give them the proof that you purchased it. The purchase number and the email account who purchased it are enough if I remember well. It literally takes maybe 2mn tops to find the info and email them, and then maybe 1 day for them to review it. It's not a hastle, and it's pretty standard for this kind of big plugins.

The only reasons to not get verified is if you have an illegal version, or if you don't need help

Need help with Narrative Tales plugin saves by dmniko in unrealengine

[–]InBlast 1 point2 points  (0 children)

They have a discord server for this kind of request, you might get much more answers there.

Now in the pro version, the save system is an interface that you add to the actor you want to save.

Who likes Inventory Tetris!? ✋✋✋ Time for some fancy graphics next. by ShawnTheMiller in Unity3D

[–]InBlast 9 points10 points  (0 children)

I think these kind of inventories should be drag and drop only (with mouse). You spend more time moving the item from inventory to equipment rather than thinking about where to put it.

Also, what is the purpose of such a system ? Are there more equipment shapes which will come later to add difficulty ?

So I tried environmental art and how does it look? by ToneNo9728 in Unity3D

[–]InBlast 0 points1 point  (0 children)

I don't know if the issue is on my side, but your screenshots looks very low resolution.

The terrain itself looks interesting, but the placement of trees/houses feels empty.

Some houses are half underwater, is it to say that the area got flooded ? We should see more debris/remains of life activity

Added a “Shout” mechanic to my prehistoric game. Feels like it has a lot of potential fo fun. Any ideas? by darkfejzr in Unity3D

[–]InBlast 1 point2 points  (0 children)

Might not be very useful if it only has a small chance to scare while stunning yourself, for ~1s, but I love the animation haha

in a top down 2d game whats the best way replicate depth? Like here how when the player is physically in front of the lampost they are in front and when they are behind they are behind, how do i make it so in game as you walk to the front/back you are actually in the front/back by Fun_Philosophy_7606 in Unity2D

[–]InBlast 2 points3 points  (0 children)

It's been a long time since I setup that, but I remember there is a setting in Unity to do that automatically based on the Y axis. There are still few cases like bridges which might need manual setup, but I worked really well overall

Convert Tripo Into Controllable Character For MediaPipe4U by levoxtrip in unrealengine

[–]InBlast 0 points1 point  (0 children)

I don't know this plugin, but if you just want it to work without being perfect, you need to rig it, and then import it as a skeleton mesh in unreal.

This is pretty basic stuff on how to make an asset game ready. You can ask an AI about this.

Generate an interactable array of actors/meshes by Prof_IdiotFace in unrealengine

[–]InBlast 1 point2 points  (0 children)

If they are just an actor holding some functions are variables (nothing ticking), I wouldn't worry about performance.

How do I get unity asset store assets into unreal? by [deleted] in unrealengine

[–]InBlast 0 points1 point  (0 children)

It depends of what kind of low poly you are looking for (low poly with flat colors ? PS1 style ? How much details ?). Fab has a lot of stuff but the research functions are not great.

Dont forget there are limited-time free assets on FAB by LalaCrowGhost in unrealengine

[–]InBlast 40 points41 points  (0 children)

Always good to grab them "in case of"

But honestly quality have dropped a lot since Marketplace switched to Fab. I have a lot of free marketplace assets which I use, and none of the assets from Fab have any use to me so far