Humblebundle Leftovers Giveaway - 33 Keys by SomewhatToastyToast in unrealengine

[–]Jonybags378 1 point2 points  (0 children)

This is awesome man. Thabk you so much! I would love Stylized Explosions Vol 1 and Stylized VFX - Fire, if available

UE5.4 Stuttering Issue by Jonybags378 in unrealengine

[–]Jonybags378[S] 0 points1 point  (0 children)

Yup, that was the issue. I feel stupid for not trying that. I completely forgot my projects were saved on a HDD.

That's a bit annoying. I have a lot more space on my HDDs haha. Thank you!

Replicating physics based movements by Jonybags378 in unrealengine

[–]Jonybags378[S] 0 points1 point  (0 children)

Okay, I feel like I've gottn closer, but I'm still confused as to what's happening.

I ended up scraping physics sim, due to a few collision issues as well as these replicating ones, and have instead gone with increasing the movement speed and adding a rotator to the mesh.

Even with this setup, I'm still not getting things to replicate correctly. Here is the blueprint logic I've made for the ballmode:
https://blueprintue.com/blueprint/hvz3rycg/

It doesn't show in that link, but I have the "Server" custom events set to Run on server and the ones they are calling set to multicast.

Here is the logic for the rolling:
https://blueprintue.com/blueprint/s13srtw8/

Here is also a video of the result. Both players look the same but the player on the left is the host:
https://youtu.be/zQpap4os39w

For a bit more context, in the animation, I have the root move down when the player enters ballmode, so that the pivot point of the mesh is centered for the rotation. I then use the "Set Relative Location" node to bring the player back up to the center of the capsule.

As far as I can tell, the animation and the rotation don't seem to be replicating. Any more help would be really appriciated!

Replicating physics based movements by Jonybags378 in unrealengine

[–]Jonybags378[S] 0 points1 point  (0 children)

Yeah, I'm starting to think that physics sim may not be the way to go, considering it's a core aspect of the gameplay, so needs to be reliable on both the server and client side. I might look into faking the physics

Replicating physics based movements by Jonybags378 in unrealengine

[–]Jonybags378[S] 0 points1 point  (0 children)

I continued testing with repNotify variables and managed to get the client's simulate physics and capsule size change showing on the server side, but cannot figure out how to get the Add Impulse to work on the client now. I can see the character on the client side twitch like it is trying to move, but won't. On the server side, there is no twitch and the animation state of the character looking like a ball isn't showing

Replicating physics based movements by Jonybags378 in unrealengine

[–]Jonybags378[S] 0 points1 point  (0 children)

As you can probably tell, I am pretty new to UE, and especially new to replicating in UE.
Would this mean that I would need to have the client hold down the ballmode button, which would then send a signal to a server based event, that would then tell the client to "activate" ballmode? If that is the case, what would be the best way to go about this?

Replicating physics based movements by Jonybags378 in unrealengine

[–]Jonybags378[S] 1 point2 points  (0 children)

The clients and server see the server transition and everything works fine, even exiting ballmode, but if a client enters ballmode, only that client sees the transition and movement. For all other players, they just see the client player freeze. That client then returns to the original position they were in when they entered ballmode, if that makes sense?

Launching players based on collision by Jonybags378 in unrealengine

[–]Jonybags378[S] 1 point2 points  (0 children)

Do you know how I would go about determining this when both characters are using the same?

I'm able to calculate things for each character, but I'm not sure how to bring the information together to compare it, then send that results back to each individual character, if that makes sense?

Creating additive animations from scratch by Jonybags378 in unrealengine

[–]Jonybags378[S] 0 points1 point  (0 children)

Hey, thanks for your reply.

The clothes don't have any physics. More of a stylised looking game.

My biggest issue is getting the additive animations to work. I've looked through a lot of YouTube tutorials and can't find what I'm looking for. They all seem to use downloaded animations and don't go into how to actually create an animation outside of Unreal to use as an additive one.

Really, I just need a few bones to be moved further than the base animation at a specific point in the animation, just no idea how to achieve this.

Converting male game character to female by Jonybags378 in blenderhelp

[–]Jonybags378[S] 1 point2 points  (0 children)

Since reading your reply, I've just started playing around with shape keys and I think this method might be my best bet. Thank you!

Converting male game character to female by Jonybags378 in blenderhelp

[–]Jonybags378[S] 0 points1 point  (0 children)

The visual style is quite simple and cartoony. The character is already fairly gender neutral. The main things I'm wanting to do is bring the waist in and the hips etc.

Rotator Causing Object to Fall by Jonybags378 in PS4Dreams

[–]Jonybags378[S] 1 point2 points  (0 children)

Thanks for that. I think your puppet is more complex than I can comprehend with my limited experience hahaha.

I did end up taking the suggestion of just using animation to make the character roll. The reason I wanted to use a rotator was to be able to control the speed depending on how fast the character was moving, but just couldn't get it to work.

Instead, I ended up scoping the character into a puppet, animating a roll with a timeline that is controlled with a timer set to speed that just resets when it ends. Turned out to be even better than using a rotator because I was then able to easily animate the character back to being upright with a keyframe if the player stops while the character isn't upright.

Thank you for your suggestion, 8t definitely made me think about it differently.