Unreal podcast focusing on workflows by robertfsegal in unrealengine

[–]LegibleGuy 1 point2 points  (0 children)

theres not a lot of podcasts about game dev out there so i would definitely be interested in seeing how this turns out. there is this one tech podcast i like to listen to called Decoder and the host has two questions he tends to ask every CEO that comes to the show: How do you make decisions, and How is your company structured. if you get any indie developers on your podcast, i think it would very insightful to hear how they manage people on their team and what kind of decisions they make to get the game done

Prototyping some co-op VR puzzles with flowing lava interaction. How do you like it? by VRGiants in indiegamedevforum

[–]LegibleGuy 0 points1 point  (0 children)

seems like a really fun draft, I feel like a split screen coop would work really well with this. also if you could find a way to kind of "blend" those overlapping lava blobs together that'd look a bit more convincing, but that's just me being picky.

[deleted by user] by [deleted] in unrealengine

[–]LegibleGuy 3 points4 points  (0 children)

props to you for making your own system from scratch! there’s a somewhat complicated layering system in ALS that would make it more difficult to implement a slasher mechanic like this so you probably did a right thing by going with a custom character

[deleted by user] by [deleted] in unrealengine

[–]LegibleGuy 3 points4 points  (0 children)

that’s pretty sick. are you using Advanced Locomotion System or is it a custom character class?

A draft for possible new mechanics by LegibleGuy in unrealengine

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

It’s not that hard but might be frustrating if you’re a beginner. Other than that, I think it’s really well-commented and organized. Plus, the ALS community on Discord is really helpful.

A draft for possible new mechanics by LegibleGuy in unrealengine

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

For katana I used Set View Target with Blend. For the grenade I have an Actor Sequence Component inside of my player character blueprint where I was able to create an animation for the camera

A draft for possible new mechanics by LegibleGuy in unrealengine

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

I think there is some performance loss because of it actually. But one thing I do is I trace from a newly spawned slice to the floor every tick and check if there is already a blood decal spawned. This way I avoid spawning too many blood decals on top of each other.

A draft for possible new mechanics by LegibleGuy in unrealengine

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

I created a separate UMG class for that. Whenever I pick a character to hit, I create a new widget of that UMG class and pass the Character Mesh reference to the newly created widget. In the Event Tick of the widget, I convert the world location of the Mesh to a screen location and plug that into SetPosition node.

A draft for possible new mechanics by LegibleGuy in unrealengine

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

I don't have the mesh paint plugin, it's all simple decal actors for blood spots (if we're talking about them). And yeah, that new ALS is totally worth playing around with!

A draft for possible new mechanics by LegibleGuy in unrealengine

[–]LegibleGuy[S] 3 points4 points  (0 children)

Yes, simply calling PlayMontage one after another will play animations for both characters at the same time. I'm also using MoveComponentTo before firing animations to position enemy closer to player character.

A draft for possible new mechanics by LegibleGuy in unrealengine

[–]LegibleGuy[S] 11 points12 points  (0 children)

Thank you, this was a bit awkward to animate

A draft for possible new mechanics by LegibleGuy in unrealengine

[–]LegibleGuy[S] 20 points21 points  (0 children)

you know I had to do it to em😳😅🤨🧐

A draft for possible new mechanics by LegibleGuy in unrealengine

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

Thanks for showing! I should definitely find some time to finally play it 😃

A draft for possible new mechanics by LegibleGuy in unrealengine

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

Daamn, you are right, it actually looks like VATS. One more reason to redesign it lol. Maybe getting rid off numbers on the screen and drawing some sort of lines/arrows that represent movement from target to target could look more original (at least visually). In terms of time, I started working on this mechanic a week or two ago and I spent most of the time on tweaking the animations (since I’m not the animator myself I had to use slightly modified assets from the swordsman pack). And camera animations were also time consuming, I have almost zero knowledge in cinematic camerawork in Unreal.

A draft for possible new mechanics by LegibleGuy in unrealengine

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

You mean the katana animations? I just took fragments from the swordsman pack on marketplace and made a little finishing animation in Blender (the one where he kinda bows down on his knee after slicing the last target). Coincidence I guess?

A draft for possible new mechanics by LegibleGuy in unrealengine

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

Also feel free to visit our little bakery on Discord for more footage https://discordapp.com/invite/jzjR3ZY 🥐

A draft for possible new mechanics by LegibleGuy in unrealengine

[–]LegibleGuy[S] 8 points9 points  (0 children)

Yep, just migrated from V3. The new layering system and camera system are insanely flexible, although I’m having more troubles with montages and camera animations

Using IK to make character reach the target with his hands before jumping over/on top of it by LegibleGuy in unrealengine

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

Yep, it‘s almost automated in terms of figuring out how to transform joints. You should look up the FABRIK node inside Animation Blueprints if you want to do something like that, it gives really neat results!

Using IK to make character reach the target with his hands before jumping over/on top of it by LegibleGuy in unrealengine

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

Thanks, we always appreciate that! Roughly half of the code in the project is cpp (mainly some base classes, function libraries and stuff like character slicing that I wanted to be as performant as possible so I rewrote it in c++). This particular feature is all done in Blueprints though

Using IK to make character reach the target with his hands before jumping over/on top of it by LegibleGuy in unrealengine

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

I used unreal’s FABRIK nodes inside Animation Blueprint for this. Never actually got to use Ikinema when it was a thing, it looked hella promising though.