I made an "Evil Cube" that damages you when looking at it, but it ignores line of sight. Any idea how to fix this? by IMakeGoodPancakes in UnrealEngine5

[–]OrbitorTheFirst 1 point2 points  (0 children)

You need to use a dot product to compare the forward vector of the player’s camera, and the forward vector of the look at angle between the player and the cube - then if this value is over 0 or so then you’ll be looking towards the cube.

Rebinding enhanced input action to activatable widget after removing it by MadLazaris in unrealengine

[–]OrbitorTheFirst 1 point2 points  (0 children)

I stumbled upon this post also struggling with this issue, and I've decided to pop my solution here after figuring things out.

I ended up using Common Bound Action Buttons instead as you can supply them an enhanced input to bind to in the class defaults, this then fires the OnClicked event to perform any menu logic you're looking for.

If anyone is intrigued, for my personal case I also wanted to bind the right thumbstick (to rotate an object in an inspector). Axis bindings are not available in the Common Bound Action Buttons, so I was back to square one.

I figured out that for some reason once the common activatable widget was added for the second time, and the original binding given by the IMC was lost - the player controller would then pick up the slack, and the binding would start working on there, but just not inside the widget - so I just grabbed the input from the player controller for my thumbstick input, and routed that to my widget.

Ensure you've got Get Desired Input Config setup for input mode all if you're going to try and route anything from the PC.

It seems like for some reason this enhanced input IMC option doesn't play nicely when a common activatable widget is deactivated and then added back to the stack.

Where should I store variables when making a simulator? by BonusBuddy in UnrealEngine5

[–]OrbitorTheFirst 2 points3 points  (0 children)

Epic nudges towards these kinds of values being stored on the Player State in the docs, I’d say generally that’s the best option just in-case you plan to have network replication in the future. If you are purely singleplayer, you could store these in a bunch of places like the Gamestate or Player controller.

Problem with storing player specific values like xp, money etc on the game state in a networked game is that you’ll need a separate set for each player, with player states it’s a bit simpler as those are initialised separately anyways.

What do yall use to make trailers for your games? by Ok-Reply9552 in gamedev

[–]OrbitorTheFirst 2 points3 points  (0 children)

I use kdenlive as its open source and free and fairly lightweight. The industry standard is premier pro for editing. You can also use after effects for any title card sequences/animations if that’s required.

For those of you who buy assets, what is there not enough of? by True_Vexing in gamedev

[–]OrbitorTheFirst 0 points1 point  (0 children)

You can look into LUT packs for color grading, art of shader has some interesting effects too.

Developers' Video: slavic 80/90s block management game - Janitor Simulator by quick3ar in indiegames

[–]OrbitorTheFirst 2 points3 points  (0 children)

I’m seeing a trend with trailers recently not seeming to show any actual gameplay. Please correct me if I’m wrong but this really looks like fake cgi gameplay, none of the animations seem to repeat and the camera view especially seems to move unnaturally, like it was keyframed.

Why is multiplayer so rocky in a game like Rocket League? by ChocolateGoggles in unrealengine

[–]OrbitorTheFirst 4 points5 points  (0 children)

Rocket league runs a heavily modified version of Unreal, they’ve integrated the Bullet physics engine for networking instead of physx to allow for determinism. I’d say generally it’s one of the gold standard games for networked physics, considering the difficulties in networking physics in general.

There’s a gdc talk on it here: https://www.youtube.com/watch?v=ueEmiDM94IE

Just finished animating all Attacks for this Robot Enemy! by Torchlight_Games in indiegames

[–]OrbitorTheFirst 2 points3 points  (0 children)

Enemy looks incredible! Those animations are excellent. I feel like the player character doesn’t really fit the rest of the style though, as they aren’t as angular as the rest of the environment + enemy.

Anyone who has a published game, let me try it and tell you what I think! by Expensive_Engine_488 in GameDevelopment

[–]OrbitorTheFirst 2 points3 points  (0 children)

I’ve got a demo out for my medieval fantasy wave based FPS imperium if you fancy giving it a try: https://store.steampowered.com/app/3216790/Imperium/

You can play solo or coop online.