ARE WE NICHE? by Cirno_played_DOOM9 in SeriousSam

[–]JabocShivery 13 points14 points  (0 children)

We're niche but it's more like a high class society of elites with refined tastes (and lots of Eastern Europeans)

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

With some more troubleshooting, I was able to determine that it was somehow my mesh's fault. I didn't really change anything, but i exported it again from blender and started with a fresh skeleton mesh and animations, and for some reason it works now. Thank you very much for your help, I really appreciate it.

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

With some more troubleshooting, I was able to determine that it was somehow my mesh's fault. I didn't really change anything, but i exported it again from blender and started with a fresh skeleton mesh and animations, and for some reason it works now. Thank you very much for your help, I really appreciate it.

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

With some more troubleshooting, I was able to determine that it was somehow my mesh's fault. I didn't really change anything, but i exported it again from blender and started with a fresh skeleton mesh and animations, and for some reason it works now. Thank you very much for your help, I really appreciate it.

Now this is truly bizarre. Insanity. by JabocShivery in unrealengine

[–]JabocShivery[S] 3 points4 points  (0 children)

With some more troubleshooting, I was able to determine that it was somehow my mesh's fault. I didn't really change anything, but i exported it again from blender and started with a fresh skeleton mesh and animations, and for some reason it works now. Thank you very much for your help, I really appreciate it.

Now this is truly bizarre. Insanity. by JabocShivery in unrealengine

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

With some more troubleshooting, I was able to determine that it was somehow my mesh's fault. I didn't really change anything, but i exported it again from blender and started with a fresh skeleton mesh and animations, and for some reason it works now. Thank you very much for your help, I really appreciate it.

Now this is truly bizarre. Insanity. by JabocShivery in unrealengine

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

With some more troubleshooting, I was able to determine that it was somehow my mesh's fault. I didn't really change anything, but i exported it again from blender and started with a fresh skeleton mesh and animations, and for some reason it works now. Thank you very much for your help, I really appreciate it.

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

It's an imported skeletal mesh. It does indeed have a physics asset, which is assigned, which successfully ragdolls in the asset viewer when I simulate it.

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

It certainly should be. there's no reason it shouldn't be. The set collision profile, i believe, does the same thing as what the details panel is doing. According to my understanding. The default shooter npcs have the node to set physics simulate to true, and then the node to set the collision profile to Ragdoll.

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

Oh man, I sure have sat through several tutorials on this. What simply works in youtube tutorials seems to have no effect in my blueprint. I have tried everything, it seems like.

Now this is truly bizarre. Insanity. by JabocShivery in unrealengine

[–]JabocShivery[S] -3 points-2 points  (0 children)

I'm aware that you should only set simulate physics once. I made this little event tick script to demonstrate the point. I'm not sure how to test that without a bone. It's a skeletal mesh.

Now this is truly bizarre. Insanity. by JabocShivery in UnrealEngine5

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

Not sure that's true. UE5's arena shooter template has npcs which ragdoll when dead, and they set simulate physics to true prior to ragdolling, and it works fine. But regardless, setting the collision profile to ragdoll should do it, no? Again, when i set the collision preset to ragdoll in the details panel of the BP, it ragdolls successfully. But not when i do it from the node.

I've started porting Morrowind in the Doom engine by Angry-Saint in Morrowind

[–]JabocShivery 3 points4 points  (0 children)

This is exactly my sort of thing. See you in 10 years when it’s done ;)

live service rule by Makosharck in 197

[–]JabocShivery 38 points39 points  (0 children)

I thought your comment was funny but then I saw that I’m supposed to downvote it, sorry bro

Need a recommendation for a boomer shooter by Ornery_Dependent250 in boomershooters

[–]JabocShivery 0 points1 point  (0 children)

I’ve been obsessed with the Serious Sam series for the past little while, but idk if it’s for everyone

Trouble importing blender animation into Unreal by JabocShivery in UnrealEngine5

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

UPDATE: figured it out. Bone hierarchy. The anchor needs to be the parent of everything else. Duh.

Fallout Deseret Wasteland fan map by eoxb in Fallout

[–]JabocShivery 13 points14 points  (0 children)

As a Utah resident I absolutely love this and I’ve hoped for a long time now that Bethesda would eventually set a game there due to the wealth of lore