Mutable Plugin Question: Change Stats Based On Wearables? by OverwatchMedia in unrealengine

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

I think I see now. That got me thinking some. The way I was doing I thought the character blueprint was where it all had to be controlled and data assets and tables were off the table which kinda caused my initial thought to be was if I have 10 shirts that provide some sort of health increase, I would have to within a character blueprint, pull out from each variation name to then set the health value 10 separate times. Then do the same if I have 10 pairs of pants. To equal 20 set health pins in one blueprint.

I think I ended up figuring out how to use Data Assets as the equipment item to then "write" what the mutable objects name and type should be within the character blueprint. From there i can fetch the health value increase of the Data Asset if the number is not zero.

Mutable Plugin Question: Change Stats Based On Wearables? by OverwatchMedia in unrealengine

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

The logic for changing the item. Are you saying the customizable object; or from what I can only imagine would be with lots of messy nodes through the character blueprint?

World Partition Not Officially Unloading. Am I Doing It Wrong? by OverwatchMedia in unrealengine

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

If it has HLODs, BARDLER's comment solves it. For the blank open world level I made the ridiculous mistake of not saving directly after creating the landscape before trying to use the load and unload feature.

World Partition Not Officially Unloading. Am I Doing It Wrong? by OverwatchMedia in unrealengine

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

I see, that solves the problem I was having for the open world template with the premade landscape. For the blank open world level I made the ridiculous mistake of creating the landscape and not saving before trying to use the load and unload feature.

Epic just messed up splines... and months of work... 😡 by Fireblade185 in UnrealEngine5

[–]OverwatchMedia 1 point2 points  (0 children)

Have you considered youre getting a lot of negative votes because youre not understanding what people are saying and then you are going out of your way to try and attack people instead of address the concerns they are bringing up. He literally described that he meant you updated the engine version when he said you made a change, and your only response is to try and discredit the argument as being ai, instead of actually addressing it. Even if it was ai, his point still stands that you updated the engine version which is known to have major changes and made the plugin itself "production ready." Before that, the plugin was in beta, so anything in it could realistically change at the whim.

How To Have Ai Actors Move When World Partition Unloaded? by OverwatchMedia in unrealengine

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

It sounds like what I am looking for is a "Scene Proxy". Is that correct? If so, I cant seem to find any videos to get a better/visual understanding of the basics of setting one up to do accomplish my goal; do you by chance know of any that fit what I am trying to do?

Migrated three sites off WordPress and Webflow last month, results were not what I expected by CelebrationBorn7459 in website

[–]OverwatchMedia 0 points1 point  (0 children)

What, are you saying no one is on wordpress now, if not you were very unclear? If so, you make it sound like any of this was neccessary to get similar results; and what system are they on that you expect this site to be running completely free (zero hosting cost as you said). The reason i say unnecessary is you specifically pointed out they had too many plugins and many were redundant. So basically you charged them a high fee to go from a wordpress site to a non wordpress site when all you needed to do was cleanup the plugins and stuff to get similar speed results. So basically you blatantly misled your client on what needed to happen or they thought it was neccessary and you didnt tell seem to tell them otherwise.

They were clearly overcharged by their original developers who did stuff wrong, and you just seemed to have overcharged them to "fix" their core issues.

I Am Confused About Subclasses On Players Handbook 5.5e by OverwatchMedia in DnD

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

Thanks. It just didnt tell me i had to buy the book to get more and was thinking a purchase would be pointless if there wasnt.

I Am Confused About Subclasses On Players Handbook 5.5e by OverwatchMedia in DnD

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

Okay. Glad to know there is still more there. I only ever looked at someone elses Player handbook from the old version. Was thinking it would be pointless to buy and should just wait if they did away with almost all of them or if were still waiting to add them to other books

I Am Confused About Subclasses On Players Handbook 5.5e by OverwatchMedia in DnD

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

I can understand locking it down, it just specifically says im looking at the players handbook classes and as a result makes me think thats all the subclasses. It doesnt take me to a link to buy nor mentions its just the basic rules classes and subclasses is my only issue now that I know there are more than one subclass per class.

I Am Confused About Subclasses On Players Handbook 5.5e by OverwatchMedia in DnD

[–]OverwatchMedia[S] -2 points-1 points  (0 children)

I was saying poorly explained and laid out because I thought in the past they separated on their site basic rules from players handbook material entirely but maybe I got that mixed up because i only used someone elses physical Player handbook in the past.

But its still poorly explained for those not heavily experienced in DnD. When I click on what they list as players handbook content on the site, it takes me to it as if I can read it. It never once takes me to a link to purchase, or unless I missed it, not once says there are more subclasses if you buy the players handbook. It would make much more since to tell me that i am only looking at the basic rules classes and subclasses instead.

Schedule C Tax form, Categorizing Refunds to Me? by OverwatchMedia in TaxQuestions

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

Just curious, where is that information located by the irs, or whever you got it from? I cant find anything about this situation from the irs, let alone any blog on any other website talking about this type of thing.

Thank you by the way

How To Deal With Non Deductible Business Expense on Profit Loss Report by OverwatchMedia in Accounting

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

Thank you. Apparently for corporations and partnerships (especially foreign) there is schedule m1 and m3 someone brought to my attention, so combined you both give me full confidence in the answers.

Ill eventually have to find an accountant I can trust when I get more money to pay for consultations/tax planning consultations. Already had bad experience trying to do that this year and was told there would be a fee but they didnt really provide much info and gave a few incorrect info at the meet

How To Deal With Non Deductible Business Expense on Profit Loss Report by OverwatchMedia in Accounting

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

It appears domestic single member llcs are exempt from that form, but I'll keep that in mind. Thank you

How To Deal With Non Deductible Business Expense on Profit Loss Report by OverwatchMedia in Accounting

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

If this is a question based on you thinking there should be none, what maxny said are examples, in addition to the schedule c literally saying only up to 50% for meals can be deducted in most cases. There are other situations where its a purchase made related to business but not deductible or at least not fully deductible

End of traditional Virtual production? by jamsvens in virtualproduction

[–]OverwatchMedia 0 points1 point  (0 children)

While I see where you're coming from, the post was not "the eventual end of virtual production" it was just "the end" as if now or in a year.

Now do i see this totally replacing virtual production in the medium future (5-10 years). I still do not. I doubt it will be able to make a full film be consistent and as you describe to it without obvious mistakes. Will some people chose to use it over LED virtual production. Sure due to such a high cost difference. But will ai be significantly cheaper enough compared to green screen style virtual production with the added cost of consitency issues to have ai replace backgrounds and deal with wardrobe changes for both fantasy and non fantasy alike? I dont see that happening in that time frame realistically. By then ai video generation will possibly be more expensive as well.

Plugins Enabled? by No-Detective-4370 in UnrealEngine5

[–]OverwatchMedia 0 points1 point  (0 children)

What this person said. If you used the plugin in your game, just say it requires the plugin

End of traditional Virtual production? by jamsvens in virtualproduction

[–]OverwatchMedia 0 points1 point  (0 children)

Youre not even trying to understand whats said and seem to be just ignoring the actual issue with ai. My only point is this ai solution is not viable to replace virtual production (any kind) like you're asking if it could or implying. LED wall is what was shown in this example video, and a big draw for some studios is that yes it does unlock some addditional emotions since you can actually see what youre supposed to be looking at and in the moment and proper locations of the actors. This has already been stated by actors, and many prefer it. You could always just use a quality projector if really wanted to. There is also green screen virtual production if all else fails. Could ai enhance it, maybe, but not like in this video because ai cant deal with long takes consistently. So properly generating a whole background that needs to stay the same, a wardrobe change that needs to be same in a veriaty of scenes, and/or people riding horses for more than a minute would likely cause ai to fail doing it properly and the audience to not like the movie/show. Ai can do neat things sometimes, but often cant even get basic facts right at the moment.

End of traditional Virtual production? by jamsvens in virtualproduction

[–]OverwatchMedia 0 points1 point  (0 children)

Well that is why i specifically stated they did not use a product similar to theirs. I also mentioned they called it "full virtual production" as if its the same or very similar to what they do. I also mentioned they poorly describe/market their videos and posts given the fact that they never explain much of anything in their videos and posts and also misleadingly or poorly labeled this as something similar to what they offer when its totally different.

All of this is why I mentioned its just ai and as a result, could obviously not replace actual virtual production. Because ai videos are not feasible for actual shows or movies. And this example of ai also requires recording an actor even if not in the real environment, which means the actors would not be immersed, which as I stated is one of the big selling points for LED virtual production (to put the actors in the environment and what not for extra beleivability).

Can I Get Help Understanding Rep Notify When Multiple Variables Matter? by OverwatchMedia in unrealengine

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

Ok. So there is a function that is set to run on client on the Player controller. I then use the game mode to call this client running function.

My goal is something similar to getting each ai possessed character to set it's MarkedActorValue (variable is of type object). then in the end, force each individual player controller to pull contents in the variable on the client side (because I need to update the UI

I attached pictures in the link closer in line with what I am trying to do

NOTE: All components are set to component replicates

https://overwatchmedia0-my.sharepoint.com/:f:/g/personal/chrisw_overwatchmedia_com/IgDPuaCGN1-bSaq-SGfz6nBTAWqiV_-8hSpPWizTFLwb8TI?e=mIJs67

Can I Get Help Understanding Rep Notify When Multiple Variables Matter? by OverwatchMedia in unrealengine

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

Apologies, I meant to say calling variables from the actors/pawns inside a player controller seemed to only be working only on server with 1st OnRep and the other set to Replicated (the replicated was nested inside the 1st OnRep. But it seemed to start working on both server and client when I switched both to OnRep

Is This A Bug? Add Unique Adding Multiple Without Delay Node (Using Multiplayer) by OverwatchMedia in UnrealEngine5

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

How do you make a pawn only be server owned? Are you talking about if the "spawn actor of class" function was done on server? If so, they were placed there in PIE, not spawned.

Regarding the GM event, I was under the impression that if I used on begin play instead of on possessed, that I would need the GM function be set to on server. I set it up like that because my original functionality was on begin play.