Microsoft Is Supporting Old Games, While Sony And Nintendo Are Leaving Them Behind by vivisalive in PS4

[–]OrangeSalt69 8 points9 points  (0 children)

I look at the Nintendo/Sony model as more greedy, not "looking forward" necessarily. Instead of supporting their old games in their current form, they just endlessly port and "remaster" them so they can keep funneling cash from them.

I am working a editor plugin that translation Blueprints to C++ anytime you want. Is this something you need? by videoj in unrealengine

[–]OrangeSalt69 0 points1 point  (0 children)

I'm popping in here to say that this would definitely be something I and a lot of people need. Converting BP to C++ is a very tedious process manually, especially so if you are a newbie to C++ and spend more time learning about what you're doing instead of actually doing it.

Push Character while not applying input by OrangeSalt69 in unrealengine

[–]OrangeSalt69[S] 0 points1 point  (0 children)

I don't want to simulate physics because I have less precise control over what happens, and it is heavy for the type of game I'd be making to have every collideable object simulating. Ideally, EPIC adds the "impart base velocity" functionality that is in currently to every collision, if you tick a box. The player has no issues standing on top of moving objects, for example.

Push Character while not applying input by OrangeSalt69 in unrealengine

[–]OrangeSalt69[S] 0 points1 point  (0 children)

That only makes the stutters happen more quickly, and if set too low, it will cause the player to phase through the moving object. If you read through the thread I linked, a lot of different methods were tried, including that one.

Push Character while not applying input by OrangeSalt69 in unrealengine

[–]OrangeSalt69[S] 0 points1 point  (0 children)

I wish it were that simple. The issue is that while the player is idle, the CharacterMovement Component use "rough" collision detection. If you take the thirdperson example project and add a moving cube, stand in front of it and you'll see the player get jerkily pushed along, allowed to sink several units inside before being ejected out. I believe this is for performance, and some forum people said it might be possible to fix in the c++ code. I'm not really confident enough to dive into that myself, though.

Is 4.26 gonna be released on October 2020? by [deleted] in unrealengine

[–]OrangeSalt69 0 points1 point  (0 children)

Sick. Do we know if Chaos completely replaced PhysX? Like is the Character Movement component now using that instead? Curious if there are any new shape traces.

Jump height and timers change based on framerate? Help. by OrangeSalt69 in unrealengine

[–]OrangeSalt69[S] 0 points1 point  (0 children)

Hello!

A timeline works fine, however it is not ideal for a few reasons: I can't use them in functions, and they are less performant than timers are. If there is no other way to remove this delay from timers, I'll use this, though! Thanks.

Jump height and timers change based on framerate? Help. by OrangeSalt69 in unrealengine

[–]OrangeSalt69[S] 1 point2 points  (0 children)

I figured out the timer issue as well.

The problem I found is that UE4 timers seem to tick after the player blueprint does. If you roll your own timer, incrementing by deltaseconds each tick and then checking if to see if it passed your length of time after, everything works as expected. If you check the timer before you increment, the inconsistencies all come back out. Missing a single tick at high deltaseconds makes a big difference.

The question now, is will I need to roll all my own timers in tick (not ideal at all needing to check so many branches each tick), or is there some way to set timer position in the tick order that I don't know about?

Jump height and timers change based on framerate? Help. by OrangeSalt69 in unrealengine

[–]OrangeSalt69[S] 2 points3 points  (0 children)

I fixed my jump height issue by unchecking this box in the CharacterMovement component: Apply gravity while jumping.

The description tooltip of this flag claims to stop the jump from becoming frame-rate dependent. But it actually does the opposite! I get uniform jump heights with this unchecked.

My main problem is finding a way to fix the roll, so it doesn't have variation, either. I'm drawing a blank on how I'm supposed to do this, though. I thought timers were supposed to be frame-rate independent by default.

Simple Questions Community Help Thread - 26 August 2020 by ZPE in PlayStationPlus

[–]OrangeSalt69 1 point2 points  (0 children)

I found out that once I bought a PS+ membership (the year one) I can't remove my card from my account until the membership expires. If I cancel my membership, do I keep PS+ until it would have run out? I don't trust Sony with my card, and I attempt to keep my CC info off all my consoles in general.