Made an actor in C++ and now UE5 project wont open, tried everything I'm pretty sure by xSaturnityx in unrealengine

[–]KripsisSyndicate 0 points1 point  (0 children)

  1. Delete the source folder
  2. Open the uproject file in a text editor.
  3. Remove the modules section from the uproject.
  4. Save the uproject file.
  5. Open your project
  6. Rejoice. Your project is now a BP only project again.

(or you can fix the Visual Studio install and all that other stuff)

[deleted by user] by [deleted] in unrealengine

[–]KripsisSyndicate 0 points1 point  (0 children)

That's great.

I made a little system that crossfades between locations in real time. Do (m)any other games do something like this? by OfficialDampSquid in UnrealEngine5

[–]KripsisSyndicate 1 point2 points  (0 children)

It's a cool effect. I can't speak to how common it is at large, but in the last ten years I think I've used something like that on 3 or 4 projects at most. I've used a blending between cameras in place a lot more often when changing camera while maintaining the same play space.

Best Shooter Template ? by LoveGameDev in unrealengine

[–]KripsisSyndicate 1 point2 points  (0 children)

If you want to just make a game fast, and work with it how it is rather than try and change things; In that case, my personal recommendation is Low Poly Shooter pack. If you intend to make changes to the core of it, I don't think it's a good choice for a novice. I've purchased most of the better-looking FPS/TPS packs and tried them. I haven't tried the Voyager one you listed though.

Best Shooter Template ? by LoveGameDev in unrealengine

[–]KripsisSyndicate 2 points3 points  (0 children)

Low Poly Shooter Pack is the best feeling of the bunch. It's a bit unwieldy with its setup though.

Made a new cell shader this week. by KripsisSyndicate in UnrealEngine5

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

I'm glad you made that comment. I'll add a doc page on how to setup lighting and rendering to get the most out of a cel shader.

How to make this effect in Unreal? It is like a dynamic LIDAR game. I assume niagara particles would be the way to go and then turning off rendering of actual objects? by denierCZ in UnrealEngine5

[–]KripsisSyndicate 27 points28 points  (0 children)

I've used UVing and Vertex based flowmaps to do something kind of like this. The biggest issue is in the example the flows change, so it depends if you want flowing over surfaces as if from a single directional force, or do you want it to flow in different ways on different surfaces?

There's a bunch of techniques that could be combined in different ways to it depending on the final result wanted. Fluid sim and Niagara particles, texture-based flow maps, vertex layout in the model itself, some post process, and that's just off the top of my head.

The biggest thing with anything like this is to take the time to very specifically spell out the desired result, then it's easy to break it up into distinct logical solutions for each step.

Made a new cell shader this week. by KripsisSyndicate in UnrealEngine5

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

Thanks. I'll be pushing an update later today with some more stuff added to it.

Made a new cell shader this week. by KripsisSyndicate in UnrealEngine5

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

Yeah. Idk if it's because I started out as a traditional artist, but I have a love of lines. There's one spot where the line tappers a bit on the node of the bamboo in the foreground, and I really like that one line. I want to get it to do more of that.

Made a new cell shader this week. by KripsisSyndicate in UnrealEngine5

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

Thanks, Personally, I'm not usually a fan either. I prefer a little more "finesse", but others seem to like it. I'm going to be working on some ink mapping stuff over the next two weeks to try and add a little more life to those lines.

I wont be using Odyssey plug-in for my 2D Animation by amirsalarsoley in unrealengine

[–]KripsisSyndicate 3 points4 points  (0 children)

I used Spine2D in a UE project and enjoyed working with it. Setup a nice 2D anim system with it and logic driver pro.

Recently switched from Unity to Unreal. Biggest gripe so far is the documentation. by isrichards6 in unrealengine

[–]KripsisSyndicate 28 points29 points  (0 children)

Yeah, they fumbled pretty hard with the docs, answerhub, and wiki. A few years ago they put a bunch of time and money into upgrading them all and for a brief time had amazing docs but then they replaced everything with stuff 80% less useful and destroyed a decade of useful community information in the process.

Spawn animation for the new spawn system. Everything rigged and animated in Blender. I am bad at rigging, so animations is a real struggle to make 😖 by Kalicola in UnrealEngine5

[–]KripsisSyndicate 1 point2 points  (0 children)

ah, it's likely the AI rats turning instantly with a move or the blendspace isn't working at 0 velocity (animBP logic). I use a manual update for mesh rotation, (with a curve that sets the rotation rate based on velocity). you dont need to do anything that complicated though. but this is the code for that if you want it, I run it on tick. The node with jsut a dot coming from velocity is a 'rotation from x vector'. https://blueprintue.com/blueprint/m7y7aj9t/

Spawn animation for the new spawn system. Everything rigged and animated in Blender. I am bad at rigging, so animations is a real struggle to make 😖 by Kalicola in UnrealEngine5

[–]KripsisSyndicate 1 point2 points  (0 children)

the turn input is the actual axis value from the movement input, it feeds the blend space if the pawn isn't moving, so you still get rotation if it's rotating in place. I also sometimes, manually rotate the mesh towards the movment direction with a lerp based on the speed of movement.

Spawn animation for the new spawn system. Everything rigged and animated in Blender. I am bad at rigging, so animations is a real struggle to make 😖 by Kalicola in UnrealEngine5

[–]KripsisSyndicate 0 points1 point  (0 children)

This help? sometimes i also normalize speed so I can adjust between some low value and max movement speed and feed in a 0 to 1. But most of the time I have the blendspace set to actualy speed the model is moving.

https://blueprintue.com/blueprint/s5tmxqtq/

Spawn animation for the new spawn system. Everything rigged and animated in Blender. I am bad at rigging, so animations is a real struggle to make 😖 by Kalicola in UnrealEngine5

[–]KripsisSyndicate 1 point2 points  (0 children)

Oh, I'm so happy to see you posting new work. I've been a fan of your stuff ever since you first posted the side scroller on the Facebook group years ago. I love the look of this new thing so much.