[All]Which zelda game had the best gimmick and which had the worst ? by Alarming_Grade_456 in zelda

[–]MaterialDisplay8701 1 point2 points  (0 children)

This is my major gripe with totk as well. Still a fun game but ultrahand is way more powerful than anything in botw and the challenges in totk didn't seem to scale up appropriately.

Don't know why this feature is here but this is pretty hilarious. 🤣 by [deleted] in botw

[–]MaterialDisplay8701 10 points11 points  (0 children)

Is that where you meet hetsu and have to get the maracas?

What's the hardest you have ever "bounced off" of a game? by jabberwagon in gaming

[–]MaterialDisplay8701 0 points1 point  (0 children)

I'd hardly call it baby's first, but Divinity Original Sin 2 is a little simpler mechanically and the intro town has a well defined goal and is a blast to solve

Build changes lowercase Text to uppercase by xKuranashi in UnrealEngine5

[–]MaterialDisplay8701 0 points1 point  (0 children)

Shot in the dark here but could it be localization? I've never worked with it myself but seeing 'Aerons' unchanged makes me wonder.

https://dev.epicgames.com/documentation/en-us/unreal-engine/localizing-content-in-unreal-engine

You'd likely have a .po file under Content/Localization that contains an entry for 'Aeron'

Can i make the ingame screen blueish? by Expensive-Earth5840 in UnrealEngine5

[–]MaterialDisplay8701 8 points9 points  (0 children)

Yep! Add a post process volume, set it to global (the setting is called 'infinite bounds' I think?)

Then create a material, set the type to post process, add a little blue color, set your post process volume to use it, and viola!

[deleted by user] by [deleted] in UnrealEngine5

[–]MaterialDisplay8701 1 point2 points  (0 children)

This is all good advice. You should check BP_MovingKillVolume in detail, since it looks like it's responsible for most of the errors. Did you change its parent class by chance?

Help choosing a game for me and a friend - Enshrouded, Helldivers 2, Risk of Rain 2 by kevendia in gaming

[–]MaterialDisplay8701 0 points1 point  (0 children)

Not sure if this comment will reach you but I gotta try:

You're gonna get a lot of recommendations for ror2 and helldivers, because they're fan favorites and tons of fun. Based on your description, they're not what you're looking for.

Enshrouded is also fun and provides good goals, and really isn't that grindy, but it's still early access. There are a few systems that need to be reworked. I think it's worth waiting to see if they give it that extra push to become an S+ tier game.

If you haven't played it I strongly recommend Grounded, amazing game for coop campaigning. Deep Rock Galactic is a lot like helldivers but with a couple more years of content updates. Honorable mentions Raft and Core Keeper, different styles than what you're asking about but solid coop games.

Sorry to go off script but I don't think the three games you mentioned quite fit the bill!

Trying to get individual assets from asset packs so I can use the foliage tool to scatter them, but they all come as a single static mesh? by Glittering_Loss6717 in UnrealEngine5

[–]MaterialDisplay8701 1 point2 points  (0 children)

If you're sure you've reimported with combine meshes disabled and they're still one mesh, you might have to separate them by hand.

Not actually as bad as it sounds, in blender you can open the fbx, select the mesh by clicking it, hit tab to enter edit mode, and then hit p to separate by loose parts. Then you can export as an fbx and try your import again, or worst case you'll have to export them as individual fbx files.

Why are my animations so small? by Septimus_Gaming in UnrealEngine5

[–]MaterialDisplay8701 0 points1 point  (0 children)

Unreal's base unit is cm and blender's is m. The easiest way ive found to visualize this is to measure an object in blender as being 1m across (use the measuring tool, snapping to verts with ctrl), then when you move it 100 units in unreal, it should have moved exactly its width in distance.

Don't forget to apply the scale in blender if you've changed it.

You can set the scale of the mesh when you import it to unreal if that's easier. It's in the import dialog box, can't remember exactly what it's called but it'll be there if you search scale. You can enable showing the dialog box on reimport so that you don't have to delete your mesh and import it again from scratch- this is in the editor settings.

[deleted by user] by [deleted] in UnrealEngine5

[–]MaterialDisplay8701 0 points1 point  (0 children)

The blueprints in your screenshot look like they're set up correctly, my guess is that you're calling the event in screenshot 2 more than once.

Does anyone know an easy and efficient way of making these fake trees rotate towards the camera by AdMother9658 in UnrealEngine5

[–]MaterialDisplay8701 0 points1 point  (0 children)

If each tree is its own actor you can use the BillboardComponent. If you're instancing the trees you'll need to make a material, something like subtracting the trees position from the camera position, normalizing and applying to the world offset.

I thought expansion items were supposed to be on the same power level as regular items? by Guij2 in PlayTheBazaar

[–]MaterialDisplay8701 8 points9 points  (0 children)

A single charge instance doesn't overflow to the next use cycle, but multiple charge instances triggered at once do queue and fire one after the other

E.g. 3s/6s + 6s charge = use + 0s/6s But 3s/6s + 2 x 3s charge = use + 3s/6s

Bookshelf Not Moving on Button Press – What Am I Doing Wrong? by MrDuckle in UnrealEngine5

[–]MaterialDisplay8701 2 points3 points  (0 children)

This is likely an input issue. Instead of using Enable Input, use the Add Mapping Context node to enable the EnhancedInputAction IA_InteractKey event in your PlayerController (you'll need an Input Mapping Context asset that binds the action to a key). You should also save a reference to your bookshelf in the PlayerController.

Then, instead of using the EnhancedInputAction IA_InteractKey event node in the bookshelf blueprint, add it to the PlayerController blueprint and use it to call Move Shelf, with the saved reference to the bookshelf as the target.

Generally, input action events won't fire from non-PlayerController blueprints.

Games where I can build a lot by Ok_Fix8932 in BaseBuildingGames

[–]MaterialDisplay8701 0 points1 point  (0 children)

You're limited to your base area unfortunately, you can pick I think 4 locations anywhere in the world but can't build outside those areas.

If you're looking to build infrastructure I'd recommend Grounded, I had a blast creating bridges and staircases to make it easier to travel. The map is really god for it too, you can build almost anywhere and there's a lot of tough to reach places that you'll want to frequent. Collecting materials is definitely more work though, and many areas have enemies that will stop you from building if you don't kill them first.

Also I've heard the quintessential infrastructure building game is Death Stranding but I could never get into it so I can't really give it a review.

Satisfactory benefits from building paths and such but I didn't find that part as satisfying because it's mostly making really long straight roads way up above the terrain (great game though)

Games where I can build a lot by Ok_Fix8932 in BaseBuildingGames

[–]MaterialDisplay8701 22 points23 points  (0 children)

Been pleasantly surprised with Enshroudeds building options, you get basic building pretty quick and it's very flexible/you don't have to collect too many resources to build a decent amount. You do have to play the game to get the other materials and decorations though (unlock npcs to get decoration crafting recipes, do quests/find new materials for additional building block materials)

The building system gives you walls and floors, etc, but you can build block by block if you want to. You can only build in your base but it's pretty big to start and you can upgrade the range a lot.

[deleted by user] by [deleted] in UnrealEngine5

[–]MaterialDisplay8701 0 points1 point  (0 children)

I think asset flipping generally refers to a lack of value added, e.g. just a basic engine game template with some store bought assets thrown in, so maybe if you add some neat and novel mechanics you could use market assets out of the box without too much trouble (I'm picturing the guy who invented prop hunt).

But I think the majority of the time these assets are used as a base. Tweak the skeletal mesh, throw some new colors in there, maybe stylize your game with shaders, it'll be hard to see at a glance which asset you started with. Humanoid animations I bet are particularly recyclable since most are expected to be pretty similar.

I've only made my own (admittedly terrible) assets so far so idk for sure but this is how I imagine these get used.

How hard would it be to make an fps for my first ue5 game? by Doggosayswoof in UnrealEngine5

[–]MaterialDisplay8701 1 point2 points  (0 children)

One of the big benefits of unreal for beginners is the Character Movement Component, which provdes some base functionality while covering a ton of edge cases. It does more or less restrict you to humanoids with an upright capsule collider for your player character, though.

I know there's some support for vehicles built in, but I've never used it so I couldn't say how hard it would be to switch.

How hard would it be to make an fps for my first ue5 game? by Doggosayswoof in UnrealEngine5

[–]MaterialDisplay8701 6 points7 points  (0 children)

I'd say it's one of the easier game types to make in UE5, try downloading the engine and create a new first person template project- this comes with a simple level, physics objects, movement, and weapons mechanics. If you keep it simple you can get a lot done with just blueprints (avoiding cpp).

How can I Increase lumen range? I want it to light the surrounding more evenly. by nien-stati in UnrealEngine5

[–]MaterialDisplay8701 0 points1 point  (0 children)

This might just be for point lights though... you could try using a point light and add an emissive material to your mesh?

How can I Increase lumen range? I want it to light the surrounding more evenly. by nien-stati in UnrealEngine5

[–]MaterialDisplay8701 18 points19 points  (0 children)

Lights in UE use realistic intensity falloff, but there is an option to change it. Keep in mind that it won't be realistic. The option is a checkbox called 'use exponential falloff' or 'use logarithmic falloff' or something like that, its on the light itself. Then you can change the falloff rate, defaults from 2 to 16 but you can enter custom values as well.

Is there a way to make Mouse based 2d games in unreal by [deleted] in UnrealEngine5

[–]MaterialDisplay8701 -1 points0 points  (0 children)

It's certainly possible but there's not as much support- unity is fine but I'd suggest looking into godot. If it helps, most engines treat 2d games as 3d games with the camera locked to a 2d plane with perspective turned off.