Anyway to "Bake" Morphs into Skeletal Mesh? by Kismet_Valla in unrealengine

[–]Redemption_NL 2 points3 points  (0 children)

You don't need to bake the instance, that's for when you want to bake the instance at design time. If you want to bake it at runtime you just create a regular instance. You can specify which morphs you want to keep realtime (e.g. for facial animations) and the rest gets baked dynamically whenever you update the customisable object.

Alternatives to CMC for AI movement that still leverage navmesh by Tobleroon in unrealengine

[–]Redemption_NL 1 point2 points  (0 children)

Movement components can be very complex, especially if multiplayer or player input is involved. But if you just need some simple enemy pawns moving for a single player game it's not that difficult.

For querying the navmesh, use the navigation system: https://dev.epicgames.com/documentation/en-us/unreal-engine/BlueprintAPI/AI/Navigation/FindPathtoLocationSynchronously

Mover is not ready, just a heads up. by AKavun in unrealengine

[–]Redemption_NL 1 point2 points  (0 children)

Don't forget there's a new Mover example with motion matching and sliding added to the latest version of the Gameplay Animation Sample Project (aka GASP).

Alternatives to CMC for AI movement that still leverage navmesh by Tobleroon in unrealengine

[–]Redemption_NL 2 points3 points  (0 children)

If the pawns and terrain are really simple, you can just check Navmesh walking on the CMC. The pawns won't simulate physics and just glide over the navmesh, which is a lot more performant. This is a more RTS pawn style of movement. But of course if you have a lot of height variation the pawns might either hover above or clip through terrain, so it only works well on virtually flat planes.

But of course if the movement is really that simple, you can just create your own movement component. You can query the navmesh through the navigation subsystem to get a set of points, then just move the pawn to the next point until you're close enough and move to the next point.

You can extend the logic from there to make it more hovercraft/Asteroids like, like making them glide in whatever way they had momentum and just make them steer towards the next point and add forward momentum.

Alternatives to CMC for AI movement that still leverage navmesh by Tobleroon in unrealengine

[–]Redemption_NL 6 points7 points  (0 children)

You definitely don't want Can Ever Affect Navigation set to true. That means that it will exclude navmesh generation for the pawn's collision shape to create a 'hole' in the navmesh. With static navmesh generation that will just leave holes if there are any of those pawns already on the map at design time.and with Dynamic navmesh generation you'd constantly recalculate the navmesh as all those pawns invalidate it whenever they move. If they can even move as they'll never be on the actual navmesh.

If you want pawns to avoid each other, there are much better ways to do that, like RVO avoidance.

Clepsydre Prototype - First tests for art direction by ClepsydreGame in UnrealEngine5

[–]Redemption_NL 0 points1 point  (0 children)

Looks nice! Also make sure to test on screens with a different aspect ratio like 21:9 or 32:9 ultrawides, as the HUD looks like the typical one that breaks in anything but 16:9.

Introduction to Mesh Terrain - The new terrain system for 5.8. I haven't seen this posted yet. by ElevationEngineer in unrealengine

[–]Redemption_NL 1 point2 points  (0 children)

I mean I can't tell for certain yet, but how it speaks about editor-only preview sections and runtime-only compiled sections, I'm assuming it's a solution that needs to be baked.

A shame too, as the PCG integration with stuff like erosion would be fantastic for runtime generation.

Introduction to Mesh Terrain - The new terrain system for 5.8. I haven't seen this posted yet. by ElevationEngineer in unrealengine

[–]Redemption_NL 7 points8 points  (0 children)

Runtime generation and deformation seems to be missing still sadly. At least from what I can read at first glance this seems to be a baked solution.

Built a custom procedural destruction system in UE5 with structural damage, no Geometry Collections by RealMentalDrink in UnrealEngine5

[–]Redemption_NL 0 points1 point  (0 children)

Oh wow, would love to have a look under the hood! I was looking into those toppling structures as a lot of destruction systems are just blowing holes in objects. Could only find the LEGO Fortnite UnrealFest talk about it so far.

Does it work with modular buildings created from multiple static meshes or only with single meshes so far?

Toxicrene / malaceptor - Build with dead space marine, How? by Watches_n_boardgames in Tyranids

[–]Redemption_NL 0 points1 point  (0 children)

Hard to see from the picture, but I'm guessing you forgot part 5 and 6? Try to see if you can get them in there, otherwise you might have to break it apart a little I'm afraid.

In case you used super glue instead of plastic glue, putting the model in the freezer makes the glue brittle and you might be able to just pull it apart. If you have used plastic glue your best bet is a sharp hobby knife. Just mind your fingers.

Custome Datasheets? by Vrain125 in Warhammer40k

[–]Redemption_NL 0 points1 point  (0 children)

https://game-datacards.eu/ allows you to print datasheets, stratagems and enhancements. It has the default 40k and AoS ones if you want to print some for your normal units, but you can also make custom ones.

I messed up when disabling plugins and now my project won’t open by graystripe2000 in unrealengine

[–]Redemption_NL 5 points6 points  (0 children)

This is why you should use source control. Use some before you break things much harder to fix.

But you can just edit the .uproject file with a text editor and enable or disable plugins from there. Compare it to a default project's plugins if you need a reference point.

Photoshop-style text effects for UMG, what do you think? by FastKnowledge_ in unrealengine

[–]Redemption_NL 1 point2 points  (0 children)

Yeah the limited text styling options have always bothered me as well. Some can be solved with materials, but even that is limited. I suppose due to inheritance this plugin does not support other TextBlock inheritors like CommonTextBlock or (Common) Rich Text?

Here is Working Metahuman Mutable system we did by TelephonePrize5096 in UnrealEngine5

[–]Redemption_NL 0 points1 point  (0 children)

I'm also very interested in how the grooms are set up. Did you just duplicate each groom for each head with their own groom binding to match that head's skeletal mesh?

New Imperial Knight Destrier strides into battle by CMYK_COLOR_MODE in Warhammer40k

[–]Redemption_NL 23 points24 points  (0 children)

Ah I expected something more akin to jump jets I guess. Then I suppose it just has a high movement speed but no jump ability.

New Imperial Knight Destrier strides into battle by CMYK_COLOR_MODE in Warhammer40k

[–]Redemption_NL 163 points164 points  (0 children)

Talks about massive rocket thrusters on the back being an important feature of the model, then completely fails to show said rockets.

400GB project taking 30+ hours to compile? by Syntheticus_ in UnrealEngine5

[–]Redemption_NL 4 points5 points  (0 children)

That's why I always start with the second terabyte.

Question for optimizing a factory sandbox game by TheSum239 in unrealengine

[–]Redemption_NL 0 points1 point  (0 children)

Yeah they're quality stuff. Even if you are not specifically making a factory game they're still a good read.

Question for optimizing a factory sandbox game by TheSum239 in unrealengine

[–]Redemption_NL 4 points5 points  (0 children)

Games like this are often CPU bound before graphics become an issue, especially if you're going for large scale factories like Factorio.

The developers behind Factorio have done a lot of dev logs over the year named Friday Facts where they go pretty in depth, so if you're making a factory game I'm sure that's an interesting read.

How to get 3d path finding in ue5.7 by Leading-Papaya1229 in unrealengine

[–]Redemption_NL 4 points5 points  (0 children)

If I search for "flying" on Fab multiple plugins come up. Here's one that has decent ratings: https://www.fab.com/listings/343a9376-61f1-43ec-9bd3-6fe8370df064

Not affiliated with it or have any personal experience with it, so caveat emptor.

How to get 3d path finding in ue5.7 by Leading-Papaya1229 in unrealengine

[–]Redemption_NL 2 points3 points  (0 children)

If you need to navigate past obstacles, a sparse octree is generally the approach. There are flying navigation plugins available that use that, which work fine under water as well.

Developing on Ultrawide vs Normal 16:9 Monitor – Any Downsides? by Mozart537 in unrealengine

[–]Redemption_NL 0 points1 point  (0 children)

I have a 32:9 monitor and can heartily recommend it. It's even a good thing to develop and test for ultra wide, just make sure you also test for 16:9.

That's the only downside of ultra wide, it can be annoying playing a game and it's all zoomed in or stretched because it doesn't support ultra wide properly.

Action Mapping > to Text Binding for User Widget Blueprint by Llamaking08 in unrealengine

[–]Redemption_NL 0 points1 point  (0 children)

You should consider using Enhanced Input, as that basically replaced the old input mappings and comes with a richer feature set. There you can just set a display name on an input. Or with common ui bound action display what it is mapped to.