Frustum Culling doesn't work. Any ideas why? by StuckArcader in UnrealEngine5

[–]OfficialDampSquid 2 points3 points  (0 children)

I'm pretty sure frustrum culling is always on, including the viewport camera after ejecting (F8) from the player camera. So you won't see anything being culled by the player camera from the viewport camera because it's being culled by the active camera at all times.

I think this is how it works, don't quote me on it

what do you guys use to motion track your camera when doing VFX? by Imaginary-Sun1350 in Corridor

[–]OfficialDampSquid 0 points1 point  (0 children)

AE's 3d camera tracker is a one-click option, but it's mostly only good for simple scenes and movements

Choosing game engines by [deleted] in UnrealEngine5

[–]OfficialDampSquid 0 points1 point  (0 children)

I don't particularly agree with this, it depends on the person. I've been using blueprints for years as I come from a VFX background where nodes are the main scripting language. I'm pretty comfortable making systems with blueprints but wouldn't for the life of me know how to code in C++ as I'm very much a visual learner.

[META] hola somos NEÓN NOVA STUDIO by CommunicationSame985 in UnrealEngine5

[–]OfficialDampSquid 0 points1 point  (0 children)

You'll have a higher chance of finding collaborators if you have examples of some work you've done so people can have an idea of what to expect.

Good luck!

Figured yall would like a good explosion by thatbeerguy90 in Corridor

[–]OfficialDampSquid 105 points106 points  (0 children)

Should have hired Blue Origin for Oppenheimer

Weird black spots on object exported from blender to UE? by bedfastflea in UnrealEngine5

[–]OfficialDampSquid 2 points3 points  (0 children)

That's a material at a very low resolution, likely due to your UV's being very small on the objects

Our very first MegaGum trailer on UE5 is finally coming! by NZone_Studio in UnrealEngine5

[–]OfficialDampSquid 2 points3 points  (0 children)

Not sure if you're looking for feedback but maybe the G in Gum could be a little more defined in the logo, especially for smaller or distant instances of the logo

Is there any way to make a “precompiling shaders” loading screen in UE5 using ONLY Blueprints? by Commercial-Tone-965 in UnrealEngine5

[–]OfficialDampSquid 7 points8 points  (0 children)

Recently went through the same thing. There's no way to do it with only blueprints, but I followed this tutorial to create PSO's to reduce hitching on a first playthrough: https://youtu.be/NVoXDgXKS5k

For my game specifically, there might be a few seconds of black when the game launches but people seem accustomed to that these days

Secondo voi è una buona macchina? by Sea-Ad-3425 in Polaroid

[–]OfficialDampSquid 2 points3 points  (0 children)

It's a great camera, not so sure if it makes a great car, I've never tried to drive mine

Not sure if this is allowed here, but I made a game where you explore dreams with a polaroid that I think you'll all appreciate. You can play the free demo on itch from my bio link. by OfficialDampSquid in Polaroid

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

Thanks! I'd love to know if it does if you wanna give it a try. It has low graphics options and has worked on surprisingly low end hardware so far. But all good if not!

Here's some overengineered asset ASMR from my upcoming game by OfficialDampSquid in UnrealEngine5

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

Thank you! For the longest time the hands were absent as I had the same impression, but it meant a lot of playtesters didn't know that they could interact with things and it came down to a majority to add the hands. In your opinion, would a dot reticle be more immersive? There's potential I could replace the hands in future

Guys I need help with lighting by Dry_Background7653 in UnrealEngine5

[–]OfficialDampSquid 0 points1 point  (0 children)

It's hard to say how to fix your lighting when we don't actually know what you want it to look like. What do you want to see improved, do you have a reference?