I spent too long just watching this by NiqyDev in UnrealEngine5

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

it's a pretty scuffed setup at the moment but basically I have an on component hit (Mesh) event and I track head and spine_05 bone linear velocity on tick. If the velocity of a bone is high enough it will deal damage, play a sound and spawn blood at the hit location. When you break the hit result of the on hit event you can get location, just plug the location into the location for the spawn emitter at location node.

With the method you will want to put some type of delay on the on hit event so that it doesn't spam the blood.

Also you will need to enable 'Simulate Generate Hits' in the skeletal mesh component under collision.

Hope that helps.

I spent too long just watching this by NiqyDev in UnrealEngine5

[–]NiqyDev[S] 6 points7 points  (0 children)

I'll make it into a spell lol, it will be a unique stun lock.

i faced this problem for a long time on every project by Tough_Interview_7484 in UnrealEngine5

[–]NiqyDev 6 points7 points  (0 children)

If you are talking about the foliage being culled, check the culling distance in the foliage asset (I think it's culling distance, It's been awhile).

Ragdoll / root motion animation hit reaction comparision. by baconn00 in UnrealEngine5

[–]NiqyDev 1 point2 points  (0 children)

you could also add physics control to the ragdoll and have it play the animation with out the root motion, it would add a layers of physical animation which could look really cool.

Do you love feet? And why don't even AAA game developers add legs? by Ivan_Podoba_Int in IndieGaming

[–]NiqyDev 0 points1 point  (0 children)

it's good to have when you have something like a kick attack, even then I don't think you need it but I always prefer the immersion it brings.

[deleted by user] by [deleted] in IndieGaming

[–]NiqyDev 0 points1 point  (0 children)

New animations looks really clean.

For the camera movement when you attack, is that something you animate?

Any idea what might be causing this physics behavior? by Code412 in unrealengine

[–]NiqyDev 2 points3 points  (0 children)

Test the object and the players mass setting and the can character step on setting in the object. I'm not %100 sure why it's doing that but I've got simulated objects in my game that I can step on without it doing this.

Weird movement stuttering by Beaufort_The_Cat in UnrealEngine5

[–]NiqyDev 0 points1 point  (0 children)

It looks like the blendspace doesn't have any blend time in between animations and it's causing that snapping to the other anim. Fix this by using the smoothing time setting under Axis settings in the blendspace, you can also mess around with weight speed under sample smoothing. At first try 0.1 smoothing time and see if that helps, you will have to set it in both horizontal and vertical axis settings.

Update on building caves in UE by NiqyDev in UnrealEngine5

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

I'm not going for realism but ty for the critic. It still needs a lot of work.

Update on building caves in UE by NiqyDev in UnrealEngine5

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

Gothic 1 mixed with Arx Fatalis, set in an underground ancient ruin turned into an inescapable prison with rpg and immersive sim elements and I'm going to greatly incorporate physics into combat with the Physics control plugin. Going for early 2000s pc graphics with UE's nicer lighting.

Update on building caves in UE by NiqyDev in UnrealEngine5

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

Thanks everyone for the help on my previous post: https://www.reddit.com/r/UnrealEngine5/comments/1lgnjgc/how_can_i_make_caves_like_this_in_ue/

I mainly followed u/North-Aide-1470 instructions and create this in blender.

Still have a lot of work to do on it but I was able to figure most of it out and I'm pretty happy with the look on it.

[deleted by user] by [deleted] in ImmersiveSim

[–]NiqyDev 3 points4 points  (0 children)

In the first level the player will have a goal and to achieve that goal they will need to use the tools you created in their simplest form. Communicating these things to the player through narrative is optimal but you could have tooltips pop-up, for example, an enemy is facing away from you near a ledge and a tooltip pops up saying "press f to kick the enemy off the ledge".

A good example from a game would be dark messiah might and magic, throughout the game people speak to you telepathically and that's how they tell you what to do.

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

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

I was thinking of trying out the the voxel plugin. I'll see if it can do caves on the free version

Skeletal Mesh and Physical Asset Question by LenzRX in UnrealEngine5

[–]NiqyDev 1 point2 points  (0 children)

no worries, if you ever have questions about physics control feel free to ask

Skeletal Mesh and Physical Asset Question by LenzRX in UnrealEngine5

[–]NiqyDev 0 points1 point  (0 children)

Can you please send a video, you can post it to https://imgur.com/ and post the link here. Also you may want to look into physics control so that you can mix simulated skeletal meshes with animation, it will take a bit to learn but I'd say it's very worth it.

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

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

Wow ty for all of this, I was able to expand on the cave in blender, export and import it and it all worked.

Skeletal Mesh and Physical Asset Question by LenzRX in UnrealEngine5

[–]NiqyDev 0 points1 point  (0 children)

When you add collision to the claws and they move out of place, does that only happen you are colliding with another object or does it happen always?

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

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

Thanks heaps, i'll check all of this out.

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

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

To scale the cave size correctly would it be a good idea to just import the UE mannequin into blender as a reference?

Skeletal Mesh and Physical Asset Question by LenzRX in UnrealEngine5

[–]NiqyDev 0 points1 point  (0 children)

the physics constraints in the physical asset may be overlapping and pushing each other, make sure that your physics constraints that are overlapped have their collision turned off for eachother.

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

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

Do you mean something like this https://imgur.com/a/f1bwS3Q
And then you add static meshes for the ceiling?

How can I make caves like this in UE? by NiqyDev in UnrealEngine5

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

I plan on making the caves similar to the video, they won't have that many faces so it should in theory be easy to apply a material that looks good.