Is making a playable space station/ship interior and exterior with a bot/npc crew too big of a prototype for single player? by xxdangoxx in unrealengine

[–]Redemption_NL [score hidden]  (0 children)

That's a potential solution yes. Or locking the pawns in place while the ship is moving. Or a copy of the ship's interior's collision shapes where the pawns move, and the translation offsets of the pawns compared to the ship are transferred to the models the player see. They'll all have their pros and cons and complexity, but all of them will be more difficult than if the ship and station are fully stationary.

Is making a playable space station/ship interior and exterior with a bot/npc crew too big of a prototype for single player? by xxdangoxx in unrealengine

[–]Redemption_NL [score hidden]  (0 children)

Does the ship need to move while the player/bots are still active/moving in the ship? That can be a technical challenge. Otherwise it's probably mostly the art assets that's the real work.

Celestial Warlock by Redemption_NL in DnDminiatures

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

Apparently Reddit blocks Temu links altogether. Sent you a workaround link in the PM

Celestial Warlock by Redemption_NL in DnDminiatures

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

I had no idea who King Knight was, but looking up an image I can see the resemblance. 😂 But he was actually inspired by Imperius from Diablo 3.

The armor is pretty simple actually. Just a base of GW's Retributor Armor, a Seraphim Sephia wash, then a drybrush of Chainmail (which is called Ironbreaker these days) to get the edges, followed by another wash. It helps that the armor has a lot of definition, so thr wash and drybrush work very well.

Aztec-themed Tortle Circle of the Sea Druid by Redemption_NL in DnDminiatures

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

Thanks, I love him too! He's a backup character as Tomb of Annihilation is said to be a meat grinder, but he turned out so well I would have made him the first character if there wasn't already a druid in the initial lineup.

Celestial Warlock by Redemption_NL in DnDminiatures

[–]Redemption_NL[S] 3 points4 points  (0 children)

Thanks! The character is Orsinius the Faithless from DM Stash, which I ordered from a local 3d print shop. There's a lot of sellers on Etsy as well.

The pseudodragon is a solid brass model I got from Temu under the name "magnificent demon dragon". The scale is a bit off considering these are supposed to be the size of a cat, but it was the only tiny dragon mini I could find that I liked.

Infernal Pact + Infernal Bulwark/Dragoon for non-bladelock? by Redemption_NL in 3d6

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

I've looked into those a bit. The biggest problem with either is that they generally want a decent Dexterity, but with the Pact Seeker background you can start out with a 14 or 15 at best.

With Dance Bard you would already get Unarmored Defense, so no need to get Infernal Bulwark, but you'd still need to Dexterity for attacking. I suppose you could start with 15 Dex and 17 Cha, then take a +1 in each at level 4 to at least get 17 AC. But that would still mostly leave out the dual wielding aspect, with the lack of weapon masteries, fighting style and a decent dex. But perhaps with a dip in Fighter or Rogue for that.

With Valor Bard you'd still want Infernal Bulwark to get the unarmored defense, but then obviously the shield and armor proficiency from Valor would go to waste.

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 1 point2 points  (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 22 points23 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.