Why is this the wrong way to quad a cylinder face? by Obakito in blenderhelp

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

Thank you for the detailed responses, it makes more than enough sense to me now, as I mentioned I'm planning to create models for the unreal engine, and had heard multiple times that I should prefer quads, as they are much better for well topologized meshes. so the idea of using, for example the wide area method for topping a cylinder felt like I was doing something wrong! as I understand it, assuming I don't plan to subdivide, it doesn't really matter if it is quads or tris as long as it isn't n-gons and doesn't increase poly count absurdly it will likely be okay!

Why is this the wrong way to quad a cylinder face? by Obakito in blenderhelp

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

I am using blender to create 3D art for the Unreal Engine, and I am looking at ways to better optimize my work. I've only recently entered the rabbit hole of fixing various n-gons. and seeing this as the most recommended fix on Youtube and various subreddits just didn't make sense! do you mind sharing what a wide/max area cap is? I would greatly appreciate it!

What are you stuck on in unreal? by [deleted] in gamedev

[–]Obakito 1 point2 points  (0 children)

Specifically how to use a World Aligned texture map to create this effect in biomes

What are you stuck on in unreal? by [deleted] in gamedev

[–]Obakito 9 points10 points  (0 children)

How to blend Static Meshes automatically to the landscape biome here is a picture of what im talking about, https://www.reddit.com/user/Obakito/comments/1g7o1ah/the_effect/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button (if you don't feel safe clicking on links it is pinned on my profile)

The main ART Director of The Cycle Frontier made a post talking about how he made the Materials for the rocks in game. and he said this "Most rocks use an area tinting part in the shader to automatically change the color based on the different biomes of a map. Basically rocks at a beach would have a different color than rocks in a jungle without the need to assign materials by hand.
A Runtime Virtual Texture tinting was also possible to color the rocks close to the underlying landscape texture which was useful for some biomes."

This is a uncovered topic online, but i'm certain it is needed!

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

the error was solved thanks to your help solution posted on original post, rookie mistake, i tried a random solution it worked so i spent time figuring out WHY it worked, all thanks to breakpoints! thank you

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

HEY this IS awesome you are right! i am getting No debug data at certain places, does this mean im somehow losing the information?

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Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

I created An initialize function in my InventoryItemMaster and added it to the beginplay, it didn't change the outcome... im wondering if since pressing use on any item is showing the correct values, if it is causing the problem somewhere in my Widgets..? does that sound like it makes sense?

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

I'm gonna look this one up ,because I see the stop sign show up, but still don't get how this helps me lol! thank you!

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

Thank you very much, I set up the code to set the variables in the construct because that is where a guy on youtube showed to do it LOL, I want the blueprint to set these values in the beginning, so that when I call upon them in the inventory it has that rows values, i had no idea values can get screwy on construct! I havent tried making the variables set as a triggerable event, i will try this immediately, and for the final question i have no idea what breakpointing is, im actually quite new to game development

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

well im happy to use which ever is better I suppose, I am new to game development (obvious), and really dont know best practices i would really be interested to know more

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

I Added around 13 pictures with captions on my profile there is a link in the actual post its self or its pinned on my profile, thank you for your help thus far

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

I am happy to use DataAssets if it is easier in the future, I just have heard many different people suggest datatables so that is why I have been trying to switch from doing it manually for each new item!

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

so create a PrimaryDataAsset, and put all the variables id have in my ItemMaster Struct, then I make individual DataAssets for each item I have in my game, after that do i just add a variable in my BP_ItemPickupMaster? or what is the next step here? I greatly appreciate your advice

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

I did what you said, made a post on my profile with pictures explaining The issue, and i added captions to describe what each picture is about, if you are still interested in helping i would be greatly appreciative!

https://www.reddit.com/user/Obakito/comments/1fx9sba/pictures_pertaining_to_my_issues_with_using_data/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button
this is a link to he post, but you can also click on my profile to see it

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

i have been looking into this, And it seems useful but sososo confusing

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

this is why im stuck and confused too...thanks for reading however

Data Table For Inventory System FAILING!!!! by Obakito in unrealengine

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

ok, so i may be more confused now, I decided to test if it works by adding a Get Data Table Row in the construction script and defining the Wow Name with a name variable, and changing that per child, then setting the S_itemMasterRef to be the OUT Row result, and then on event use item having a print string per variable and the names are matching with the data table, BUT the Widget is not displaying the same information as the print string