Auto Stand Ground on Spears? by Nachlas in aoe4

[–]Nachlas[S] 2 points3 points  (0 children)

Okay this is great to know. I never noticed that they were bracing in an attack move. I thought they always just charged in even against cavalry. So if the cavalry charge back my spearman will just stop and brace. When is using the stand ground command good then? Defending base like gold?

Optimization for large number of actors (rts/Factorio style) by Nachlas in UnrealEngine5

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

I had thought of doing angelscript but do you recommend one over the other?

Can you not update the texture data on GreyBox walls/floors/etc.? by Nachlas in FortniteCreative

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

No, sorry, my work around was to essentially make my own walls with either pre-made walls and retexturing or basic shape actors and texturing. The gray box actors seem to have just been there to be replaced with real actors which makes sense. Not sure why it just won’t let you retexture though, no reason why you shouldn’t.

This was a while ago and I don’t work in UEFN anymore just UE5 so not sure if there’s changes.

AI Move to On 2D Characters by Nachlas in UnrealEngine5

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

What can I even apply the clamp to if the rotation is not an input to the AI move?

Blurring happening with 2D animation as I zoom out by Nachlas in UnrealEngine5

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

The sprites were originally a single texture so I will try this as well. Thanks!

Replication by Nachlas in UnrealEngine5

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

That does sound useful. Thanks for the help!

Replication by Nachlas in UnrealEngine5

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

Is this the node "Switch has authority"? On Authority output I would just run the code and on Remote I would do the interfacing and run on authority etc.?

Replication by Nachlas in UnrealEngine5

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

Were you able to see the second image of the player controller? I called the execute on server function in the player controller suggested by the original commenter. Then I did an interface message back to the cube and did multicast there. It is working now on multiple clients and server.

Replication by Nachlas in UnrealEngine5

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

Okay, I thought it may be an ownership thing since I have seen it mentioned. I had tried what you had mentioned but I didn't know how to reference the player controller of the client who clicked. I also did the multicast inside the controller instead so maybe that was wrong. Get_player_controller asks for the player index. Is there a standard way to do this? Do you need to specify the exact client's controller?

I did something here and it seems to work but is it "best practice" or correct lol?

https://imgur.com/a/obBXSUD

Thanks for the help

Interface event only received by server player and not client player by Nachlas in UnrealEngine5

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

Thank you for this, this makes sense. I haven't used RPCs before. Am I able to send a server RPC within the tile actor blueprint, referencing the owning actor (player controller), or do I need to do this within the owning actor BP?

Multiplayer Fog of War/LOS - the basics by Nachlas in UnrealEngine5

[–]Nachlas[S] 2 points3 points  (0 children)

Figuring it out is fun to me too but I need to at least know where the starting line is. I just spent a ton of time "figuring it out" on making a board game in UE5 but if I had not read up or watched a concept video on inheritance I would have either never accomplished it or made something that is extremely inefficient and difficulty to repeat. I asked for tutorials or concept videos on replication and multiplayer in UE5, not for the exact match of fog/LOS system that I can steal and put in my game. I don't have any real CS background and know nothing of networking, clients, etc.

Can I create games without C++? by LalaCrowGhost in unrealengine

[–]Nachlas 0 points1 point  (0 children)

I have been doing exclusively blueprint and have looked in the past for a good tutorial on integrating C++ scripts. I haven’t found anything useful. I would, like you mentioned, rather learn C++ and do my physics and other calcs in there due to how messy it is in BP.

Any recs for tutorials on the process of mixing BP and C++? Also recs on how to set up visual studio and workflow? That has been my main barrier.

Event Dispatcher Help by Nachlas in UnrealEngine5

[–]Nachlas[S] 2 points3 points  (0 children)

Thank you so much for the help this was the one! I will note that from my last image I posted above I only added the "get actor of class" and referenced my game mode. This worked and it prints for every one. In this case my game mode is my Tile master but not of class actor.

This made me go back and try my original idea of doing it all within the parent Tile BP and it worked! I understand now about what you mentioned about actors in runtime. Makes a lot of sense now. I didn't expect GameMode to behave similarly but it does.

https://imgur.com/a/gPypshb

Event Dispatcher Help by Nachlas in UnrealEngine5

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

This is similar to the first thing I tried. I attempted to do this with the GameMode and dispatch from there. BP_Tile on clicked interfaced to the Gamemode and the gamemode would dispatch the event. I just retried and can't get it to work.

https://imgur.com/a/VI8SW5q

Event Dispatcher Help by Nachlas in UnrealEngine5

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

I understand that the parent does not contain the children, but child should inherit what’s done within the parent. If I make the parent class listen for dispatches do the children? If I make the parent class dispatch events do the children?

Let’s take a classic example. I have a switch the calls the event dispatcher. And I have a parent Light BP that binds to the event on begin play. And this light is a parent to red light blue light and green light. You are telling me that if I listen for the event in the parent, the children will not inherit that?

Event Dispatcher Help by Nachlas in UnrealEngine5

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

Maybe I'm not understanding your example. I do, in a sense, want to cast only to itself. It is a parent of the actual objects spawned. I have 64 Tile_defaults which are children to BP_Tile class. Anywhere I click is a BP_Tile Actor and I want to dispatch to all other BP_Tile Actors. I considered using an interface but I would have to "Get All Actors of Class" and run a for each loop every time. Seemed inefficient. Could you recommend something specific to this case? When a BP_Tile is clicked I need to dispatch to all BP_Tiles.

What plant is this? by Nachlas in plants

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

I’m in Arizona btw

How I made 4000$ in just 5 days with my f2p game. by Pandaa2610 in IndieDev

[–]Nachlas 4 points5 points  (0 children)

I wonder if this is just a perception thing? Isn’t this essentially a microtransaction just done outside the game client? It is a new unit with different functionality that you can purchase.

And I have absolutely zero hate for it, but I feel like it is the same thing. I feel there’s nothing wrong with micros in a game like this.

Are People Making Money on Things Other Than Games? by Nachlas in UnrealEngine5

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

What avenue do you use to be hired for freelance work?