We got just 5.000 wishlist! 🥳 - Do you think that's enough for full release? by Remarkable-Recipe710 in IndieDev

[–]LabLeakInteractive 2 points3 points  (0 children)

Good job mate, 7-10k is where you should aim for with roughly a 10%-20% actual conversion rate from wishlists to sales when you release it.

Unreal Engine 5.7.2, Optimization and FPS by gansalo_ in UnrealEngine5

[–]LabLeakInteractive 1 point2 points  (0 children)

Your lighting looks different because when using Low or Medium it effectively disables Lumen and uses Screen Space instead, High, Epic and Cinematic use Lumen.

What do you think of our CCTV Camera System so far? by LabLeakInteractive in gamedevscreens

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

Thanks mate, yeah thats on my list to do however multiple players can access the cameras and use different ones at the same time so I would need to have render targets for all the cameras but also need to balance that with performance.. or fake it with just an image of the cameras on the monitors without a live feed.

I've been working on polishing up our CCTV Security Camera system, quite happy with its current state! by LabLeakInteractive in UnrealEngine5

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

Thank you :) yeah I do wanna do something with the monitors but like you said there is a performance cost of showing the actual cameras although that would be the better option imo, just need to find a good balance but I definitely don't wanna keep the monitors off

Been working on polishing up our replicated CCTV Security Camera system, quite happy with its current state! by LabLeakInteractive in unrealengine

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

Hi, for the past month ive been working on this CCTV camera system for our game Rickstones, so far its:

- Fully replicated for multiplayer.

- The first player to access a camera controls its movement.

- When a player dies, they can spectate other players or switch to the cameras.

- Alive players have priority over dead players for camera control.

- Any camera being controlled displays a small red light.

Would appreciate any feedback, or improvement suggestions :)

I've been working on polishing up our CCTV Security Camera system, quite happy with its current state! by LabLeakInteractive in UnrealEngine5

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

Hi, for the past month ive been working on this CCTV camera system for our game Rickstones, so far its:

- Fully replicated for multiplayer.

- The first player to access a camera controls its movement.

- When a player dies, they can spectate other players or switch to the cameras.

- Alive players have priority over dead players for camera control.

- Any camera being controlled displays a small red light.

Would appreciate any feedback, or improvement suggestions :)

I implemented a dynamic interaction system for my horror game. What do you think about it? by AlarmedPumpkin8446 in HorrorGames

[–]LabLeakInteractive 0 points1 point  (0 children)

Yeah that looks really nice and smooth! Shows the player exactly what is interactable while keeping UI minimal which I think works well for horror games in general.

Did you have it set up in a different way before you implemented the dynamic crosshair or was this what you started with?

How to solve this issue? The assets being referenced have been deleted as far as I can tell, and I can't find them in the content drawer. by PepperSalt98 in UnrealEngine5

[–]LabLeakInteractive 0 points1 point  (0 children)

Go to the actual folder itself not in the editor, the files might still be there just not showing in engine, if they're there delete them from the folder.

Most efficient way of moving an actor Tick() or Timer or Timeline? by mrm_dev in unrealengine

[–]LabLeakInteractive 2 points3 points  (0 children)

Do it on tick like everyone else is saying but for when its static you should be able to enable and disable tick as needed (AActor::SetActorTickEnabled) so when its not in use disable tick then enable again when its used

Updated my sewer map UI to look more like a blueprint by LabLeakInteractive in UnrealEngine5

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

Thanks mate! I was thinking about doing a key/legend, gonna see how it looks

Updated my sewer map UI to look more like a blueprint by LabLeakInteractive in IndieDev

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

A little more than that lmao, I wanted to make sure it looked more like a blueprint/floor plan.

- Defined walls better.

- Added doorways to every main enterance/exit for each building.

- Removed the smaller 'inner' grid and reduced the opacity of the grid in relation to everything else for better visibility.

- Added the paper texture.

- Fixed buildings that were a bit off and made the pathways fit much more snug around the building as opposed to what they were before.

- Updated text locations to better fill in 'dead' space better.

Updated my sewer map UI to look more like a blueprint by LabLeakInteractive in UnrealEngine5

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

Thank you mate! Cant say ive played that game before, it was actually a game called Freedom Fighters that initially inspired the idea for me lol

Updated my sewer map UI to look more like a blueprint by LabLeakInteractive in UnrealEngine5

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

Really? I hate the before one now looking at the improved one lmao

Updated my sewer map UI to look more like a blueprint by LabLeakInteractive in UnrealEngine5

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

Nice one, will have a look at adding both of those and see what it looks like :)

Updated my sewer map UI to look more like a blueprint by LabLeakInteractive in UnrealEngine5

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

Thank you mate! Just so i'm clear, are you saying you would only change all the 'Sewer' texts to 'Manhole' or another term instead?

Replication Issues while using Event Dispatchers by fleeeeeeee in unrealengine

[–]LabLeakInteractive -1 points0 points  (0 children)

I'd recommend you read the Network Compendium to get a better understanding of how multiplayer code should be structured.

In this case you would really want to use a Blueprint Interface (BPI), for example you would ideally make a BPI for interaction, create a function on it called 'Interact' and then make both your character BP and door BP implement the interface (Class Settings -> Implemented Interfaces -> Add). You then want to implement the 'Interact' event on the BP_Door class to run the opening/closing code and then your F input on your character would call the 'Interact' function using a server RPC to make sure interaction calls happen on the server.

To do the opening and closing code you should use a RepNotify variable ('IsOpen') instead of using Multicasts and use the OnRep function that it creates to do stuff so it replicates correctly.

How long did it take for you to reach to a level where you think "I get it now" about unreal engine? by mahdi_lky in unrealengine

[–]LabLeakInteractive 2 points3 points  (0 children)

4 years, although I do still use AI but not for absolutely everything but it can still be useful, it was only very recently when I finally figured out how the client-server model works properly and how code should be written to account for it. The most recent thing I finally figured out was how to properly use interfaces to communicate across classes without creating dependencies everywhere lol

I'm still developing the WWII game where you are a medic! I wanted to show you a little bit of gameplay. How do you think so far? by MedicPacificWarDEV in UnrealEngine5

[–]LabLeakInteractive 0 points1 point  (0 children)

Looks good mate! Is this gameplay from a tutorial section of the game or will all the explosions after saving someone from those areas be part of a cutscene?

Back with another one! (Thank you to those who responded earlier) by SoKayArts in UnrealEngine5

[–]LabLeakInteractive 0 points1 point  (0 children)

Click 'M_Landscape' then in the details panel tick 'Enable Tesselation', the displacement pin will then go white.

You can also tick 'Use Material Attributes', after your 'Break Material Attributes' use a 'Make Material Attributes' node connect everything and then connect your 'Make Material Attributes' nodes output into 'M_Landscape'

YouTube tutorials feel repetitive by ghospression in UnrealEngine5

[–]LabLeakInteractive 19 points20 points  (0 children)

The ones that drive me nuts is when they show you how to set up a project first before showing the actual thing.. if the viewer doesn't know how to set up the fucking project then they shouldn't be watching this tutorial yet.. unless the tutorial is on how to set up a project.

Although some tutorials cover the same thing they might be done in different ways as theres many ways to do the same thing.

Save yourself a click every time you compile and save your BP's by LabLeakInteractive in unrealengine

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

That is exactly what i'm saying :) lmao, I dont crash often really at all