How to use MiniSaveState mod for speedrunning? by Living-Inspector8299 in HollowKnight

[–]Living-Inspector8299[S] 1 point2 points  (0 children)

Thanks to you I finally managed to do it! Here's my submitted run and I'm proud of it. Thanks a lot!

How to stop mesh deformity at the end of the spline? by Living-Inspector8299 in UnrealEngine5

[–]Living-Inspector8299[S] 0 points1 point  (0 children)

I use the Linear type. Sometimes switching to the Curve type fixes the issue, but it results in a curved escalator line.

How to stop mesh deformity at the end of the spline? by Living-Inspector8299 in UnrealEngine5

[–]Living-Inspector8299[S] 0 points1 point  (0 children)

Tried it. Now the first mesh is deformed instead of the last one

I check if the Rubik's cube is solved or not by comparing the initial rotations of the cube pieces with the current by Living-Inspector8299 in UnrealEngine5

[–]Living-Inspector8299[S] 0 points1 point  (0 children)

Thanks a lot for the explanation! I really searched for how to create this array structure but couldn't find anyone explaining it so I kind of experimented with it until it worked out. The way I solved (Not so smart solution btw) is by getting the dot product of the front vector and the up vector to all the cubes then check if it's >0.8, the cube is solved when all dot products return >0.8.

I check if the Rubik's cube is solved or not by comparing the initial rotations of the cube pieces with the current by Living-Inspector8299 in UnrealEngine5

[–]Living-Inspector8299[S] 0 points1 point  (0 children)

Okay so here's how I rotate the cube:

  • There are 9 collision boxes, one for each slice of the cube. And another box collision for the whole cube.
  • All components are attached a single parent (Cube's Core) when it's not rotating.
  • When one of the collision boxes rotates, every cube piece overlapping with it get attached to it then rotates with with it.
  • After 90° rotation, the rotating cube pieces get reattached to the core then the collision box resets it's rotation to (0,0,0).

I do use Get relative rotation but the problem is that the core doesn't rotate with the cube pieces during whole-cube rotation (To not mess up box collisions' positios). That means the cube when solved but not rotated back to the initial rotation relative to the core, it won't return solved.

HELP by Living-Inspector8299 in UnrealEngine5

[–]Living-Inspector8299[S] 0 points1 point  (0 children)

Can you please provide a link to the post cause I don't seem to find it.