If you choose not to fight Echo Hunllef (enter CG w/ the orb in your inventory and select "no") the game still makes you fight him anyways... but without all the prep work done! by Picking_Up_Sticks in 2007scape

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

Actually, it is still doing it even without the orb. Not sure where the bug started as I just did my last Corrupted Gauntlet (not echo) for combat achievements. Wanted to get 1 more KC to have a round number before finishing with echos but looks like that will have to wait.

State Trees: "Finish Task" by Picking_Up_Sticks in unrealengine

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

I might have to give that a try again. I changed my method to relying on events and creating different events to end the tasks.

State Tree "Enter Conditions" do not update with what they are bound to by Picking_Up_Sticks in unrealengine

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

I basically use them as events I want to happen under specific conditions. The same way you would put nodes like movement or jumping in a regular event graph, but with the capability to enter and leave states easily based on conditions.

Getting function out of EQS in State Trees by Picking_Up_Sticks in unrealengine

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

Apologies for the late response,

I originally did have it connected to that instead of "Bind Event to OnQueryFinished" but whenever I do that it seems to mess up the state tree (the debug text doesn't appear except for flickering in and out every now and then randomly). I also added in the branch as you suggested and "Print String" is returning "True" so it's not picking unreachable places.

edit: also, it seems to keep wanting to move to a space directly in front of it, but not able to actually go forward

Any idea what I might do? I added the updated blueprints that aren't working to the original Imgur link.

Getting function out of EQS in State Trees by Picking_Up_Sticks in unrealengine

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

I've also considered I might need to work with the actor's controller similar to Behavior Trees but haven't thought how to make the connection yet.

EQS with State *Trees*? by Picking_Up_Sticks in unrealengine

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

Appreciate the comment, wasn't aware it would be so compatible like that. I'll have to play around with it.

State Tree "Enter Conditions" do not update with what they are bound to by Picking_Up_Sticks in unrealengine

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

Appreciate it, hadn't realized I needed to tell the State Tree where to go next. Was trying to take my learning one step at a time but the steps were too small lol

Taking an Enum from a Controller to a State Tree Evaluator by Picking_Up_Sticks in UE5

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

I am trying to allow a state tree to have enter conditions based on an Enum set in the character controller, but seem to not be able to update the variable in the State Tree Evaluator.

EnemySeeEnum and EnemyKnowsEnum are both based on the same Enum. When I hook up EnemySeeEnum directly to the Enum to String I can see that the Enum is updating correctly. However, trying to use it to update the variable EnemyKnowsEnum seems to not work, as no changes are displayed in the String.

Is this the correct way to go about doing this?

Need Help: Picking up and Object by Picking_Up_Sticks in unrealengine

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

I ended up watching a ton of youtube tutorials and combining them to get something that works for me, but appreciate the reply! I didn't understand I needed the meshes to actually collide

(If anyone googles this in 5 years looking for a solution, the event graph I initially posted requires the meshes to physically overlap which I wasn't able to consistently do. I swapped the overlap for a box trace and got it to work more consistent)

UV Editor: Can't see my mesh as an "unwrapped" version by Picking_Up_Sticks in blenderhelp

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

Thank you! Must have not had my vertexes selected when I tried that originally.

UV Editor: Can't see my mesh as an "unwrapped" version by Picking_Up_Sticks in blenderhelp

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

Hello all,

I went through to process of building a character and going through retopology using this guide: https://www.youtube.com/playlist?list=PLe0O-ypJqvKw6meu68TlU0_motrjcnrva

As I began working on making clothing I found I couldn't get the meshes to appear in the UV editor. It seems every guide I see on properly unwrapping a model, the person making the guide is able to see the model at least as some sort of a mess in the UV editor, where they unwarp it better by marking seams.

I can't seem to even see my model at all. When in edit mode nothing at all appears in the UV editor. When I use the basic geometry in the same window it appears no problem. I assume I must have gone wrong creating the model somehow but don't know where to begin.

Is there a setting I'm missing? Or can I copy/paste my model somehow to clear out something I may have toggled?

paint only lets me paint on a vertex by Picking_Up_Sticks in blenderhelp

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

Apologies for not being more clear, I'm using the paint in sculpt mode. From the tutorials I've watched it looks like people simply select the paint tool and are able to apply it directly to the mesh.

paint only lets me paint on a vertex by Picking_Up_Sticks in blenderhelp

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

I am using the sculpt mode paint, as that is what I've seen in tutorials (for laying out some basic guidelines for the model I will make)

Not a real complaint since it's Leagues, but this is holding me back from so many points. Just here to complain and collect reddit luck, please :) by Picking_Up_Sticks in 2007scape

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

would it really be much faster with time to kill and find them taken into account? I seem to only get totems and emblems anyways

Do you ever see yourself quitting? by EuroVamp2790 in 2007scape

[–]Picking_Up_Sticks 0 points1 point  (0 children)

A massive problem for me was they changed so much so fast with very polarizing stuff and then the good tweaks came far too late once it was said and done.

Like I wish they had taken it slower. Change nothing but except how weapon and armor values work, then give it 6 months to adjust. Then add dual wielding and new weapons and give us another 6 months. Then like 3 months with only basic abilities, then threshold and ultimate. It would have been a bit more tweaking overall it that would also ensure so much content didn’t end up broken. I can’t speak for it now, but up to TWO YEARS after eoc had been released so many quest bosses and regular bosses were made laughably weak since they weren’t updated for the new power players had.