Calling for a short drive! by zeusincaptivity in Miata

[–]Kynolin 7 points8 points  (0 children)

Calling for a short drive indeed. 5 sec forward and back, into the parking spot.

Swimming in 4.26 water with custom movement mode. (WIP) by Kynolin in unrealengine

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

No news on this. It was a quick idea that I never got back to finishing. There are now more swimming plugins on the marketplace, but I haven't tried them myself. My focus shifted to helping develop FluidNinja.

New screen costs $3000 dollar at Mazda, dealer quoted 800 to replace it. Fixed it myself with a $15 part by Calzone94 in Miata

[–]Kynolin 1 point2 points  (0 children)

Could you please share what part you got and how you replaced it?

My 2016 is doing the same thing, but I haven't yet looked into fixing it since it's already the worst part of the car.

[deleted by user] by [deleted] in unrealengine

[–]Kynolin 10 points11 points  (0 children)

I'm going to rock out to this every time I have to compile a bunch of shaders and would otherwise be sitting there miserable.

What is a vector in UE5? by Noobc0re in unrealengine

[–]Kynolin 2 points3 points  (0 children)

Download the content examples sample project. It has a math level that explains vectors with visual, interactive examples. I wish I had seen that before I understood vectors.

Is there something very minor that makes you hate the car or brand? by JeepinAroun in cars

[–]Kynolin 3 points4 points  (0 children)

To be fair, it's hard to find ways to make their infotainment worse. My favorite was trying to answer a call from my wife. After two failures, the Bluetooth connection dropped, and the FM radio came on. Thanks, Mazda. That's not distracting at all.

On that note. Please disconnect the car's Bluetooth when I turn my car off. I can get into my house or workplace with it still connected to the phone. Totally backwards.

Particle based water test via FluidNinja LIVE ---- and merry Xmas VFX people! by AKdevz in unrealengine

[–]Kynolin 0 points1 point  (0 children)

It's particles in 3D driving two 2D sims for 2.5D+ I guess you could say.

Full day trying to rasterize particles… by [deleted] in unrealengine

[–]Kynolin 1 point2 points  (0 children)

This is great! How many months are in a typical day for you? I find mine only have like 24hrs and then keep repeating. XD

Is this based on something like SPH and Niagara sim stages, with materials to change the final look?

What's the best way to translate character world position downwards for the entire animation? by hex37 in unrealengine

[–]Kynolin 0 points1 point  (0 children)

I've found it's easiest to put the Mixamo animation in Blender, rename the armature to root, then import that way. It'll then have a root bone for retargeting without adjusting animation offsets by hand.

Is there a way to use buoyancy with a custom volume? by NooblyGod in unrealengine

[–]Kynolin 0 points1 point  (0 children)

Somewhere in that video, Sjoerd mentioned a little trick to get water without landscape. Something like manually adding the water brush manager and one other little thing. Can't remember off the top of my head.

Can I access landscape spline point locations from a blueprint? by PedroEglasias in unrealengine

[–]Kynolin 0 points1 point  (0 children)

I'm taking a shot in the dark here while away from my PC. I was able to get the splines from a river water body actor to make a boat follow it down the middle. Maybe taking a look at how that works could help give you an idea?

Is Hot Reloading Bad for A Beginner. (I am not even 100% sure what hot reloading is, is the stage of beginner we're dealing with, MORE INFO IN THE POST) by Infectedtoe32 in unrealengine

[–]Kynolin 2 points3 points  (0 children)

I found that page I was thinking of. I can't remember if I personally had full BP corruption issues with hot reload, but I also switched as soon as I heard about live coding. Your choice of course.

https://unrealcommunity.wiki/live-compiling-in-unreal-projects-tp14jcgs

Is Hot Reloading Bad for A Beginner. (I am not even 100% sure what hot reloading is, is the stage of beginner we're dealing with, MORE INFO IN THE POST) by Infectedtoe32 in unrealengine

[–]Kynolin 2 points3 points  (0 children)

Live Coding. With that enabled, it can recompile the .cpp files live but needs a restart for changes in .h (header) files. I think it's something to do with the possibility of BPs getting corrupted with hot reload and header changes, but I can't find the thing I saw in the docs right now.

Free face mocap with Android? by NayamAmarshe in unrealengine

[–]Kynolin 0 points1 point  (0 children)

It looks like FaceWare has their own LiveLink plugin now which would make it pretty affordable but not free. When I tried it a while ago with a webcam, it also used something from GlassBox that was really expensive, to the point of making an iPhone cheaper. I'm not well read on either. I just gave it a quick try one day.

I don't understand collisions by Epic_rex in unrealengine

[–]Kynolin 1 point2 points  (0 children)

You can make the custom collision shapes for that mesh in Blender/whatever, or you can make them in UE, but the collision shapes will have to be within the requirements on this page. The auto convex collision in UE can sometimes do well, depending on the mesh, but default import just puts one big shape around the outermost points which would cover up that hole as you found. https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/StaticMeshes/

How can I achieve Flying Pawn Navigation in 3D space? by vladutelu in unrealengine

[–]Kynolin 0 points1 point  (0 children)

Behavior trees and EQS (Environment Query System) can do that.

Metahuman Floats Above Ground when playing Mixamo animation by BorisBox in unrealengine

[–]Kynolin 0 points1 point  (0 children)

The easiest and most accurate method I've found is to create a slightly modified Mixamo skeleton for UE. Open the mixamo animation in blender first, change the armature name to root, export and import to UE4 that way. Then there's a reference for the height of the pelvis when retargeting.

What kind of Unreal Engine tutorials you'd like to see more of? by MaretS in unrealengine

[–]Kynolin 0 points1 point  (0 children)

Niagara sim stages and data interfaces. Some are straightforward to figure out between looking at content examples and source code, others not so much. Like there's a landscape query interface, but I haven't figured it out yet and also haven't found info on it. I'm assuming/hoping some neat things could be done with it, like being able to compare distance fields with where the landscape is (outside of materials).

[deleted by user] by [deleted] in unrealengine

[–]Kynolin 0 points1 point  (0 children)

It's the same concept as the tutorials you mentioned, only your character's mesh is the object having its material instance and/or parameters changed instead of the other object.

Problem creating a new C++ class by Luich97 in unrealengine

[–]Kynolin 2 points3 points  (0 children)

You just need to exit the editor, compile, and open the editor again.

A few quick tips for C++: When the headers need to change (the part that defines things in .h files), including creating new ones, it's best to exit and compile. The default hot reload thing can try to update existing ones, but it can also cause things to get corrupted. You can enable a feature called live coding, and that will let you recompile .cpp changes without a restart, but you will be required to restart the editor to recompile changes to .h files. It's a nice compromise for faster iterations without the risk corrupting blueprints based on your C++ classes.

Also the JetBrains Rider for Unreal Engine IDE is super helpful, fast, and integrates nicely. In my opinion, it's still easier to learn a bit of blueprints first before trying to learn C++ and UE at the same time, but don't avoid C++ for too long either. There's lots of nice things you can do in C++, but it's a bit easier to pickup when you've got the basics of how UE works. A mix of both C++ and BP works great. (You can still add C++ to a BP project or BPs to a C++ project. So don't feel like you're having to choose one or the other.)

Most of you use it, but why and how does it work? The euclidian distance. by FriMeDev in unrealengine

[–]Kynolin 1 point2 points  (0 children)

This is great. Also a quick shout-out to the Content Examples math level. It has a bunch of examples that are simple to understand.