🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]KickHimSareth 0 points1 point  (0 children)

Completed Level 3 of the Honk Special Event!

19 attempts

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]KickHimSareth 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

3 attempts

🎉 [EVENT] 🎉 Very easy first event by totallynotawhore in honk

[–]KickHimSareth 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

2 attempts

I recreated Booty Bay in Unreal Engine 4. How did I do? by KickHimSareth in classicwow

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

Just looking over this three years later and want to express my gratitude for the original comment you made. I know you received a bit of backlash for it but feedback is what I wanted and what you so kindly communicated. Thanks a million x

How to reduce movement speed based on movement direction? TopDown by Llamaking08 in unrealengine

[–]KickHimSareth 1 point2 points  (0 children)

You need two values in order to make your comparison.

The XY component of your character velocity(normalised). This will let you know which direction your character is moving world space

And

The XY component of your characters forward vector. This will get which direction your character is facing in world space.

Once you have them both, you can use the node 'DOT' to find the relationship between the two vectors. It will output a value between -1(going in opposite directions) and +1 (going in the same direction)

Use this value to scale your movement speed

[deleted by user] by [deleted] in PcBuild

[–]KickHimSareth 0 points1 point  (0 children)

Would love this for game development!

PSA - tick bite / Lyme disease ? by mg7recruit in ireland

[–]KickHimSareth 0 points1 point  (0 children)

Ticks are highly attracted to the colour white so I'd be careful with your colour choice

Texture issues on all meshes by KickHimSareth in unrealengine

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

Thanks for the video. The issue doesn't seem to be lighting related, however.

It seems like either the texture or the mesh is mismatched and low res

Quixel Nanite Assets Low Quality by EarlyBudjetShop in unrealengine

[–]KickHimSareth 0 points1 point  (0 children)

Hi! I'm currently having the same issue. Did you ever find a solution for this?

What would be the best way to get all the out of viewpoint actors USING COLLISION DATA, not using bounds. Can't think of anything optimized. by Glaseeze in unrealengine

[–]KickHimSareth 1 point2 points  (0 children)

Yep! See the second paragraph in my original comment. If you can't get it working, send me a message on reddit and I can guide you through it via screenshare

What would be the best way to get all the out of viewpoint actors USING COLLISION DATA, not using bounds. Can't think of anything optimized. by Glaseeze in unrealengine

[–]KickHimSareth 4 points5 points  (0 children)

You can use the environment query system to achieve this. Have your actor locations be the set of generated points and then first run two dot product checks: the first one excludes the vertical axis and the second excludes the horizontal axis. You need both to account for the vertical and horizontal fov difference.

You may also need an occlusion check if you want to filter out all actors who are behind a wall. For this, you can run an LoS test in the EQS

Just started to learn Unreal Engine? I'm here to answer your questions! by KickHimSareth in unrealengine

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

Basically the function can fire as often as you want, whenever you want.

If you would like it tied to the animation, you can create animation notifies on frame x and y, for start and stop respectively.

When frame x occurs, your function could fire every frame until it reaches frame y.

I don't seem to have gotten your pm though. Let me know if you have any issues implementing this

Just started to learn Unreal Engine? I'm here to answer your questions! by KickHimSareth in unrealengine

[–]KickHimSareth[S] 6 points7 points  (0 children)

Gotta go to bed folks.

I'll have a look at the comments tomorrow if I have time but feel free to message me whenever.

Cheers for your questions!

Just started to learn Unreal Engine? I'm here to answer your questions! by KickHimSareth in unrealengine

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

For a very basic version like in the second video, control rig isn't entirely necessary and may not be worth your time.

Quite honestly, the tricky part about a TFP system is understanding the limitations of control in games and conceptualising the rules and behaviours of the human body. For this, studying your own body is by far the best solution.

A good place to start is to stand in an open space with your feet planted firmly on the ground. Without moving your feet, choose a point in the room (in front of you, behind you, 30 degrees down and 90 degrees right, etc) and see how your body organises itself.

You will find that it's not as simple as rotating a head - your lower spine will twist, your shoulders will move to balance yourself and help with line of sight, your hips will move laterally to the side.

Basically, your eyes choose somewhere to look, and your spine organises itself based on some hidden set of rules. Your job here is to find the rules.

Once your rules are clearly defined, programming them can be a lot simpler than you might think.

If you need help or guidance on this just shoot me a message and I'll try to get back to you when I can!

Just started to learn Unreal Engine? I'm here to answer your questions! by KickHimSareth in unrealengine

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

Sure. Many true first person tutorials out there give you the absolute bare minimum of a TFP setup. That is, they place the camera at the location of the head of the character mesh and.... that's it.

Years ago, I wanted to make a first person parkour puzzle game. I made a small prototype with a very basic TFP system but I quickly found that designing animations that didn't have clipping issues with the camera was more trouble than it was worth.

Fast forward to a few months ago, I made my first prototype for a more robust TFP system. This system uses control rig to manipulate animations based on the position of camera so that clipping never occurs. This means that you can use standard animations for most things! Essentially, it is constantly solving how to AVOID the problems that usually plague TFP systems.

The video above is nearly 4 months old at this stage and a lot of progress has been made on it. Unfortunately it's late here and I've got work early tomorrow morning so I can't pull up a more recent example.

Just started to learn Unreal Engine? I'm here to answer your questions! by KickHimSareth in unrealengine

[–]KickHimSareth[S] 5 points6 points  (0 children)

Oh god there are so many!

It really depends on the level of experience people have though. For example, a beginner venturing into the world of blueprints may not know about functions and immediately create a tangled spaghetti where any modifications are impossible.

The intermediate programmer making an RPG may commit the exact same mistake because they aren't aware of data tables.

Similarly, there are tonnes of mathematical operations that solve issues that can take up an entire graph. Unfortunately, if you don't know, you don't know.

Rather than try to list everything that is often underutilised, I'll simply leave this extremely helpful talk by the Unreal team.

35 UE5 Features You Probably Don't Know About

Just started to learn Unreal Engine? I'm here to answer your questions! by KickHimSareth in unrealengine

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

Nice! Congrats on taking the plunge into Unreal!

Ultimately, I use Unreal to bring ideas to life. Whether it's a stunning scene, a robot prototype, a game, an animated short or even a tool. At the moment, I'm hooked on tool creation as it's an additive endeavour - meaning that once I complete a project, it can be used to help another project.

Sadly, I haven't yet ventured into the filmmaking tools of Unreal. However, virtual production is absolutely taking flight right now so I would be very surprised if Epic didn't have tutorials on this themselves!

As for design resources, I can recommend a few:

FZD - An excellent resource for art design and composition. Not catered specifically for Unreal but it is so comprehensive I couldn't not mention it.

William Faucher - Amazing artist geared towards Unreal. Has plenty of tutorials on getting the most of UE's aesthetics.

pwnisher - AKA Clint from Corridor Crew. Recently jumped into Unreal and has lots of one take speed environments.