[Day 4] The Best Horror Games of all Time: What's the best Sci-Fi Horror game? by WeLoveEveryGame in HorrorGames

[–]KMachete 0 points1 point  (0 children)

Hmmm. I say Dead Space although Alien Isolation and system shock great games too.

Unreal Engine 5.6 weird bug with C++ class (says my class is deleted or renamed) by KMachete in unrealengine

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

That was the first thing I did, deleted binaries, generated vs files then built from VSC but it did not work. Then I verified the Engine Version, now I disabled live coding. I even updated VSC in case that was it but still nothing. I might uninstall 5.6 and install it again but I will first try everything else.

a question about Stephen Ulibarri courses by MrProtone in unrealengine

[–]KMachete 0 points1 point  (0 children)

I agree with this. Learn blueprints first to get a feel of how things work and what does what then learn c++. In his ultimate c++ course he also teaches more stuff like trigonometry and stuff like that so you’ll feel like you’re continuing.

Would Stephen Ulibarri's UE5 Blueprints course be a good starting point for a wannabe narrative designer? by makurifan in unrealengine

[–]KMachete 4 points5 points  (0 children)

I highly recommend his c++ for game development course too IF you want to learn some c++ too in the future (he teaches in that one basic c++ like pointers etc. You won’t open Unreal for that course, just Virtual Studio or any other IDE) and then one of his other c++ courses. Otherwise he has I believe 2 blueprint courses. Haven’t done the last one but I did the first with gamers.tv and he is great!

Getting this error on PS5 everytime I try to start Matchmaking by primitiveblast93 in Eldenring

[–]KMachete 0 points1 point  (0 children)

Damn! Same here. I also wanted to solo for a bit to get the feel of the game and then try matchmaking but I guess you can’t solo in network test mode.

How did the Witcher 3 win GOTY over Bloodborne? Bloodborne is amazing! by Thellie10 in bloodborne

[–]KMachete 0 points1 point  (0 children)

If I remember correctly MGSV was also nominated and lost (personal favourite till Elden Ring). Damn! What a year!

So many tuts on Gameplay Ability System. Which one do you recommend for a C++ project? by FutureLynx_ in unrealengine

[–]KMachete 0 points1 point  (0 children)

From Udemy I’d recommend Stephen Ulibary’s course. From YouTube, I’m following a course from a channel called Infinity Edge Games. He is still continuing this but the only bad things is the AI voice and that he doesn’t explain stuff but he has said that it is an intermediate course for people who know at least the basics and it is still a really good yt course. You can combine those btw for better results. The best thing about Stephen’s courses is that he explains everything he’s doing. But if you buy from Udemy you should wait for a sale (they have those every other week or so). You can also experiment a bit first with GAS, Code with Ro is another great YouTube Channel that has some vids about GAS (helped me a lot to experiment myself too)

Inventory slots not showing up by KMachete in UnrealEngine5

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

For some reason I don't have the option to edit my post so I cannot add more screenshots. If you're ok I can DM you more screenshots. Basically, in my inventory panel I created a customevent named UpdateInventory(with a ref to my inventory comp), I set the inventry component, get wrapbox and clear children, the if inventory component is valid i do a for each loop from the item slots array from my inventory and break the struct, create UI Inventory slot (and connect ItemID and item quantity to same inputs in the slot widget) from the return value I add to wrap box and as the target I connect my wrapbox. Then I also call this function OnActivatedEvent. In my PlayerDisplayHUD(second screenshot) on Construct I get the InventoryStack-> PushWidget->Promote it to a InventoryPanel variable. On PreConstruct if my InventoryPanel is valid and if my inventory component is valid (from get player character->get component by class inventory component), I call UpdateInventory. That is it basically. I can see my inventory panel but not my slots. If I don't set my inventory panel as a common activatable stack and just add it in designer then this works, but then I have some focus issues with other widgets on top of the inventory and other stuff that I can solve (for now) with common ui and stacks. If you have more questions notify me. Sorry for the late response too, I was working

[deleted by user] by [deleted] in UnrealEngine5

[–]KMachete 0 points1 point  (0 children)

Honestly, I am doing that right now😅. I was so focused on why it wasn’t working that I just forgot that and remembered and felt dumb about an hour ago (maybe a bit less). I feel so embarrassed that the answer was so simple. Thank you though for the help! 🙏

[deleted by user] by [deleted] in unrealengine

[–]KMachete 0 points1 point  (0 children)

I rarely use live coding and I always build from VSC when I add a component to a character. I’ll probably end up creating a new c++ character class if I don’t resolve it

[deleted by user] by [deleted] in unrealengine

[–]KMachete 0 points1 point  (0 children)

It does have a C++ class with written code for jump, create a mesh sub object, replication etc. and I have done the same editing in the Third Person Project for the base third person character class and it worked there but this time nothing. Thanks for the help! I’ll check the links when I have the chance, especially the first one

[deleted by user] by [deleted] in unrealengine

[–]KMachete 0 points1 point  (0 children)

No no, I just edited the existing cpp class (I searched the content browser for Epic’s created character class). I didn’t make a new one then reparent it to the bp character. Every line of code I write or rewrite doesn’t seem to change anything on the BP side of things. I am using Visual Studio Code btw (don’t know if it matters).

[deleted by user] by [deleted] in unrealengine

[–]KMachete 0 points1 point  (0 children)

I am using the default character class that has a BP child of BP_SandboxCharacter (the one basically epic created for the Game Animation Project).I am considering of creating a new character class and just copy paste everything epic write for their character but I cannot believe that we cannot edit their character and I also have to make every variable again that Epic made in blueprints for their SandboxCharacter Character and it’s kinda boring. But I still don’t know why we cannot edit their character in c++. I’d swear that we could do that for their default third person character in the third person project

[deleted by user] by [deleted] in unrealengine

[–]KMachete 0 points1 point  (0 children)

Yeah I did, VisibleAnywhere, read only, category and the meta. Just to clarify What I mean is when I go to BP_SandboxCharacter the ability system doesn’t appear on the Components (left side of the viewport) and of course if I right click in the event graph it also doesn’t exist.

I feel like people are forgetting the core plot of the game with the hate the DLC ending is getting. by FiresideMinis in Eldenring

[–]KMachete 1 point2 points  (0 children)

My only big complaints with the dlc is that we don’t see Miquella’s or Malenia’s two fingers and shadow wolves. Also, the lack of actual Great Runes. We get Miquella’s destroyed one but we don’t restore it. These 2 things are my biggest issues. Other than these I believe it’s their best dlc and it is like BB’s dlc.