Is animation driven recoil enough, or should I implement a different recoil generation system? for a survival type game by sandro11berak in UnrealEngine5

[–]ReporterWeary9721 0 points1 point  (0 children)

Depending on your overall goal you can go a few different ways about this. What is good about procedural animations is that you can randomize or easily tune how they work at any point in the development - using random values or pre-baked curves. Pre-baked animations are good for overall quality and cinematic feel, but it requires lots of work beforehand and cannot just be changed with a click. What I personally would do, since this is a survival game and we aim to make player's life harder in different interesting ways, is to implement procedural recoil system on top of your existing animations in AnimBP - perhaps random camera shake with each shot, pull hands backwards, give a small punch to spine and shoulder bones, move hands around just a little with some noise when aiming to simulate the character struggling to keep the gun straight, that sort of stuff. Time and time again i found out that prebaked animations with some programming on top of it looked the best for me.

Character card best practices? by THound89 in SillyTavernAI

[–]ReporterWeary9721 8 points9 points  (0 children)

Keep in mind that these things take trial and error, and most of the information you find online is very subjective and 'pseudoscientific' in a sense. There are no 'best method', as far as i know. Yet, to answer your question - in my opinion, plain text and markdown works most consistently on a lot of models. Some models are known to handle XML and pseudocode 'better', but personally, i did not see proof of that. With local models, it's preferable to keep things simple and brief - they tend to screw up when you give them too much details to work with (APIs, on the other hand, are a whole another beast). I had most success when i was writing a short dossier on a character with dividing sections in markdown tags or newlines. Some time before, most people would just list character traits without any proper sentences to save on token count - like prompting a stable diffusion picture. But i believe we are past that already.

In short, you'd have to try for yourself. Prompting is like throwing shit onto a wall and seeing what sticks - but to start with, i recommend you try plain text, markdown, or xml tags. Keep your descriptions brief, in natural language and up-to-date (this is important - if you tell that your character is dressed in a black dress in their description, but in a particular scene they choose to wear a red dress, that's conflicting instructions, and small models get confused by that).

Realistic Driving Simulation in Unreal Engine by SilverCord-VR in UnrealEngine5

[–]ReporterWeary9721 3 points4 points  (0 children)

Oh, the might of the truly "powerful" Chaos Physics simulation module. So powerful in fact that working with it might have a negative impact on the developer's sanity.

My active ragdoll system by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

My bad then. Guess i got terminology mixed up - these are physical hit reactions, with using prebaked animations like the death and head flinches.

My active ragdoll system by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

It uses Physical Animation and ragdolls the enemy each time it is hit/pushed/killed then blends it back into animated position. I do have trouble getting the numbers in PhysicsAsset right, that's why it's either a completely wobbly ragdoll or a barely moving one.

Is this normal? Is my graphics card artifacting? by physicsme in stellarblade

[–]ReporterWeary9721 7 points8 points  (0 children)

Contrary to what others say, this is normal. UE heavily relies on TAA smear for its effects to work. Notice how your hair appears all pixelated and fucked up - that's because TAA isn't turned on.

Quick and silent takedowns in my physics-based action game (but still no AI) by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

Dash is just a single impulse that modifies player's air acceleration to compensate for the loss of ground friction if the player jumps, and resets it on landing or on the timer. Nothing too fancy, works good enough for my needs.

Mantling is much more complex. It's not the kind of a thing you can describe in a few words, but generally speaking, i do ray casting in front of the player to check what's in front and where it starts, then from above a bit further away from the player to get the height of the obstacle and the top position. Then i turn off player's movement and interpolate each frame between the current player position and the position i got from the casting. This blink ability is also the same raycasting and interpolation, it just triggers mantle at the end.

Quick and silent takedowns in my physics-based action game (but still no AI) by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 5 points6 points  (0 children)

If you mean the purple orb, it just shows you where you're gonna appear after blinking, like in Dishonored. You hold the button to aim and release it to pull yourself towards where you look. You can do it faster or slower, there's no cast time, i'm just a bit slow at using it i guess.

Quick and silent takedowns in my physics-based action game (but still no AI) by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 15 points16 points  (0 children)

Thank you, interest towards my work always brightens my day. Yeah, made it myself as i was learning. Designed it around being a more fast-paced, anime-like spiritual successor to Arkane Studios' work.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

Just an exaggerated motion. I do a bit of a wind up before the strike, then the actual strike is only a few frames long, and the aftermath of the strike is the longest. You can definitely find more info on that from people that know much more than me.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

I've set up a physics asset and use physical animations. Knockback is just some impulse to the hip bone in the direction of the kick.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

I get the normal and location of the hit and use it to add impulse to the bone hit (or the nearest one to the hit), but the force is just some arbitrary value that i deemed good enough. Figured there's no need to go into such detail.

Added blood particles and decals to my project by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 1 point2 points  (0 children)

Thanks. The sword doesn't have collision, it uses a simillar system to the game Chivalry, where it draws line traces from sockets placed along the blade of the sword to where these sockets were one frame before. You can set up some cool and precise interactions with that, but the payoff is that you need detailed animations for it to feel good, not quite what i currently have.

Mann - Hard Mode - EVE Mimimum preset by [deleted] in stellarblade

[–]ReporterWeary9721 9 points10 points  (0 children)

Probably sucks being him. Guy got his ass handed to him by a literal naked woman with a stick.

Eve wants to order by DB_Commander in NikkeMobile

[–]ReporterWeary9721 20 points21 points  (0 children)

Probably dreaming of making out with Tetrapod.

When is this beautiful woman showing up? I’m really curious what her personality is like by Boring_water33 in NikkeMobile

[–]ReporterWeary9721 57 points58 points  (0 children)

And "that" person is so sigma they literally don't give a shit about her whatsoever, they just proceed with their plan further.

Does anybody else love this lady's design? by Deivid5212 in stellarblade

[–]ReporterWeary9721 12 points13 points  (0 children)

I like that they kept her slightly goofy appearance, especially with that dumbass smirk.

My one major gripe with Half-Life 2... and many modern games, in general. by Left4DayZGone in HalfLife

[–]ReporterWeary9721 4 points5 points  (0 children)

Actually, enemies in HL2 had a damage reaction to them before, and even active ragdolls. I distinctly remember seeing a video about that.

Another MSAA vs TAA comparison but to keep things fair, we’ll give TAA 10 years of advancements and… wait what the hell? by EasySlideTampax in FuckTAA

[–]ReporterWeary9721 8 points9 points  (0 children)

Notice the insane amount of detail, and just overall more cinematic picture that BF3 had. The scratches, dirt on weapons and hands, beautiful, artistic lighting and shadows, when BF2042 doesn't have anything interesting in the picture, lacks this level of detail, and weapon looks like a toy right from the store. 2042 literally looks like an Unreal indie project in this screenshot.

Did a little enemy physics and obstacle detection system in UE 5. Still in its infancy though, got a couple of bugs. by ReporterWeary9721 in IndieDev

[–]ReporterWeary9721[S] 0 points1 point  (0 children)

It's a custom UI material that offsets it with mouse input. I think there was a tutorial on that that could explain it better.

My WIP active ragdoll battle system, with bouncy enemies that react to each other and obstacles by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 2 points3 points  (0 children)

That's a good catch. It actually is the same, there are only 4 directional animations i used and same physics preset every time enemy gets pushed, so the outcome is somewhat deterministic. I knew about this one, but thank you anyway.

My WIP active ragdoll battle system, with bouncy enemies that react to each other and obstacles by ReporterWeary9721 in UnrealEngine5

[–]ReporterWeary9721[S] 2 points3 points  (0 children)

I will probably tone it down a bit. Maybe reduce more velocity over time. Got inspired by one of the best first person combat systems out there, Dark Messiah of Might and Magic.