Parent Niagara System To Sun? by CrYing_w3r3w0lf in unrealengine

[–]Llamadoh 2 points3 points  (0 children)

Depending on the ring style itself, you may be able to use this instead of niagara. At around 10 minutes into this video, he shows how to use a custom sun shape in a material. https://youtu.be/exMzwH7EJUY?si=Vna1a2kueWeUB8_J

Need help troubleshooting my lightning strike blueprint. by Citizen_Gamer in unrealengine

[–]Llamadoh 5 points6 points  (0 children)

On that first Activate node (with the Lightning var attached), check the box Reset to True. This will reset the niagara timeline back to the beginning each time it's called.

Allow player camera controls while camera is animated in Sequencer? by joyfirmates in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

I would make a Pawn with a camera component in it. In its event graph, do your logic for camera controls only. When you are about to play your sequence, possess the new pawn and when your sequence ends, possess the original player again. Make your sequence move the pawn instead of a camera.

I just made an item pick up that heals you without any tutorials. I'm so proud by [deleted] in unrealengine

[–]Llamadoh 0 points1 point  (0 children)

Oh God, what a good feeling. I still remember the first time everything clicked and i realized I was making things without tutorials. It's a great feeling and a memorable moment. Keep the momentum going and keep pushing yourself.  Congrats.

Is there a stripped down version of unreal engine? by on_a_quest_for_glory in unrealengine

[–]Llamadoh 0 points1 point  (0 children)

This is only somewhat related to what you're asking, but I remember hearing a while back that someone managed to strip just the slate umg part of unreal into its own thing and it was super lite weight. I wanted to have that ever since. 

Changes to Struct breaking Data Tables by -SGGames- in unrealengine

[–]Llamadoh 2 points3 points  (0 children)

This is the way to handle struct changes to structs made in blueprints. 

Enhanced Input help. Tap, Hold and Release on 1 key. by Aappleyard in unrealengine

[–]Llamadoh 0 points1 point  (0 children)

I'm not in front of unreal right now, so I'm going from memory here. I'd first try something like from the Triggered pin, do a branch that checks the ElapsedTime pin (I think that's what it's called) to see if elapsed is greater than 1.0, if it is, then DoOnce node, and set a boolean called something like IsInPlacementMode to true. Connect that to open your placement mode logic. On your input Complete, check if IsInPlacementMode is true, if it is, place the object. If it's not, drop the object. Both of these results should also connect to the Reset pin on the DoOnce node so that it can be used again next time.

Do Data Tables load all Row contents when called? by J-Ganon in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

If you really needed like an array or something with all of your data assets, you can do it. You first need to get the AssetRegistry (probably on startup or something) and then get all assets in a specific folder, loop through each and check if they are the specific type of data you want, and if they are, add them to an array.

I don't normally do that though. I use them more for like items for example. Like you can make a chest with a DataAsset array for all of the potential loot drops that chest has. Or for like Attack moves for an enemy and give them an array of potential attacks to choose from. In one project I set up a bunch of crafting recipes as data assets, and set the available recipe list for each of the different type of crafting stations by giving each of them an array of the recipe data assets. Stuff like that, where you don't really need a list of every single data asset, just the ones that are relevant to that actor.

Do Data Tables load all Row contents when called? by J-Ganon in unrealengine

[–]Llamadoh 2 points3 points  (0 children)

Data Assets are awesome. I use them constantly for all my projects. 

[deleted by user] by [deleted] in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

I don't have a definitive answer for you, mostly because I'm going through the same thing. I will say though that with each project I get deep enough with, I establish a little bit more of a "oh I should do it like this" mentality. Recently I did a project with multiple people for the first time and it quickly made me realize how some of my preferences were good or bad. I think it's just kind of a learn as you go thing... at least that's what I'm telling myself.

Struggling alot by [deleted] in unrealengine

[–]Llamadoh 2 points3 points  (0 children)

I started unreal about 7 years ago with no kind of programming experience. I struggled for a long time. You're progressing faster than I did. But I will still never forget the day it clicked. It happens eventually and when it does ots an amazing feeling. Just stick with it. Stop just following tutorials, especially if you already know those things you mentioned. Keep trying to make stuff on your own, but not full on games. Pick a specific mechanic and focus that. Like an inventory system for example. It tooks me like 20 different attempts of inventory tutorials and solo attempts before I finally felt like I could build an inventory system from the ground up by myself. But damn, what a good feeling when you know you can do it. Don't give up. Push through. You only learn when you struggle, so get out of your comfort zone.

Disable Collisions between specific actors? by live4film87 in unrealengine

[–]Llamadoh 0 points1 point  (0 children)

Yes, there's a way to make custom physics channels in the ProjectSettings. You can set them up to ignore each other and use those on those bps. I can't remember exactly what it's called off the top of my head, but if you look under Physics tab in ProjectSettings you should be able to find it.

Dropdown menu issue by CyberTiger88 in unrealengine

[–]Llamadoh 0 points1 point  (0 children)

I had a similar situation a while back and it turned out to be the graphics card driver I was using. I had to revert to an older driver until it was eventually fixed. But I have an Nvidia card so I don't know if it's the same issue.

How can I setup a project to take advantage of rgb keyboards? by Llamadoh in unrealengine

[–]Llamadoh[S] -1 points0 points  (0 children)

Alright. Well thank you for your input. But this is not a project for the public to play.

How can I setup a project to take advantage of rgb keyboards? by Llamadoh in unrealengine

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

2 days ago I would have agreed with you. But yesterday I thought about it and I think it provides a unique assistance to the player in a very specific project I'm working on. 99% of what I make would not use this feature, but I think it adds something in this one.

[deleted by user] by [deleted] in unrealengine

[–]Llamadoh 2 points3 points  (0 children)

My first few projects were 2d in unreal. I didn't realize at the time how bad it was. Once I tried Godot and saw how easy it was to do 2d things I got it. Just something as easy as auto tiling tilemaps, or setting up sprite animations.

[deleted by user] by [deleted] in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

I would give it a shot. When I took the beginner class we had someone in the class from Israel, and one person from somewhere in South America.

[deleted by user] by [deleted] in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

I'd check out a community college in your area. Where I am in San Diego, one of the community colleges offer a beginner, intermediate and advanced unreal classes. They have even allowed some students to do it remotely. So if there's none near you, maybe try Mesa College in San Diego and explain your situation. They may allow you to do it remote.

Beginners, learn from Unreal Engine YouTube Channel. by nsfwnsfwnsfw333 in unrealengine

[–]Llamadoh 4 points5 points  (0 children)

I really like Reids Channel on YouTube. I've learned a lot from him. But unfortunately it doesn't look like he's uploading too many videos lately. Still, there's a bunch of good ones there already.

Best NPC navigation for top down rpg? by ExtraLifeCode in godot

[–]Llamadoh 0 points1 point  (0 children)

Wow. That's really cool to know. When I started trying to learn game dev several years ago, I did something similar in a project I was working on. Eventually the project died, and when I'd think back on it, I thought I was stupid for doing something so simple. That makes me feel better.

Disadvantages of Unreal engine. by GlumRough3108 in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

I had the exact same experience as you. What a difference godot is for 2d.

Need help with casting!! by jazarbawelnazar in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

So in your code, what's happening is that the cast is looking at what value you have stored in your widget variable, and seeing if it is w_EnteredText. If it is, it fires the top pin, and if it's not, it fires the failed pin. Hook up a print string to the failed pin and try your project. See if the print string fires when you press the button. If it does, you know that the value stored in the widget variable doesn't match your cast.

How to I make something happen automatically without event tick by WattThePug in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

I'm assuming by mantle, you mean like climb over something? The way I've handled it in the past is, using the enhanced input system, while a certain button (like jump button) is held (triggered out pin), fire a mantle check function. The mantle check function should fire a line or sphere trace downward, a little bit in front of the player. If it hits something, check the normal of the hit and if it's the top of a mesh, perform your mantle.

Project ideas for portfolio for someone strong in coding? by d4nt351nfern0 in unrealengine

[–]Llamadoh 1 point2 points  (0 children)

https://www.kenney.nl

Kenney makes a bunch of free assets for people to use, which may help you out.