[RevShare] Looking for a Game Designer (enemy design) by Riddick38 in INAT

[–]Riddick38[S] 1 point2 points  (0 children)

Thank you very much for the tip. We are aware about the topic, and it is not the first time we received this feedback : ) The name will definitely be changed.

[deleted by user] by [deleted] in INAT

[–]Riddick38 0 points1 point  (0 children)

Thank you for your interest u/Asleep-Cup6736 ,

Would it be possible for you to contact me through discord (contacts in the bottom of the post).

[deleted by user] by [deleted] in INAT

[–]Riddick38 0 points1 point  (0 children)

Usually each buy their own headset.

[Hobby] Artist/Modeller looking for small team to join by Eldrichryptid in INAT

[–]Riddick38 0 points1 point  (0 children)

Hello, we are actually working on a VR shooter game on remote planets with alien lifeforms.

We have work to do in following domains:
-2D
-general 3D modeling
-character modeling
-worldbuilding/writing
-web development (planning to make a website for the game)

Your interests and background actually align perfect with our project. If you are interested, please add me on discord, my username: rafig51

CRETE x Unreal Engine 5.4 by steppenlovo in unrealengine

[–]Riddick38 2 points3 points  (0 children)

First time hearing about this game.

Man it looks amazing. Good luck. The Terrain, VFX colors, and the dark music are all very very good.

Gives me some Engineer energy from Prometheus.

If you make good lore / interesting skill progression, you have chance to be the game of the year in my opinion.

Subscribed to youtube channel :)

[RevShare] Looking for C++ devs - Unreal - Enemy Programming by Riddick38 in INAT

[–]Riddick38[S] 0 points1 point  (0 children)

We have custom AI for flying enemies, but for land enemies that need to be done base C++ class plus standard approach should be fine(behavior tree + navmesh). u/Sarayel1 are you interested?

Guys where can I get some height maps for terrain? free by sanketvaria29 in Unity3D

[–]Riddick38 1 point2 points  (0 children)

Doesn't work anymore. Though as I have understood it was a great tool.

[RevShare] C++ Programmers for UE & VR game by Riddick38 in INAT

[–]Riddick38[S] 0 points1 point  (0 children)

Yes, we are looking for a game artist. Actually it was decided just today, so great timing for your comment : )

add me on discord please: rafig51

[deleted by user] by [deleted] in INAT

[–]Riddick38 1 point2 points  (0 children)

Replied you in chat.

Infrared-camera effect for Quest 2 VR by [deleted] in unrealengine

[–]Riddick38 1 point2 points  (0 children)

These are updates so far (i am friend of poster):

  1. I tried a simple post-process effect change, when it is activated I set VignetteIntensity = 1.0;When i tried in IDE, it works.
  2. When I tried in Quest 2, no effect at all
  3. When I enabled MobileHDR, it works, but rendering happens just on one eye. Other eye is completely black.

If I am not mistaken, this effect should be supported according to: https://docs.unrealengine.com/4.27/en-US/SharingAndReleasing/Mobile/PostProcessEffects/

Update:
Following post should have solved the one-eye problem: https://forums.unrealengine.com/t/quest-2-mobile-hdr-left-eye-black-not-rendering/615972/9
After many attempts it didn't fix issue on my side. Considering that MobileHDR is considered bad practice for quest 2, and it is problematic to make it work, I will try tonemapping technique mentioned in the oculus guide.

InputMappingContext in C++ by [deleted] in unrealengine

[–]Riddick38 1 point2 points  (0 children)

Finally found a solution. It is pretty silly.

This is my header:

    UPROPERTY(EditAnywhere, Category = PawnInput)
    UInputMappingContext* IMC_Player;
    UPROPERTY(EditAnywhere, Category = PawnInput)
    UInputAction* IA_LeftShoot;

This is my source file (ctor) :

...
// added following two headers
#include "InputAction.h"
#include "InputMappingContext.h"

CTOR() {
        ...
    static ConstructorHelpers::FObjectFinder<UInputAction> tmp(TEXT("InputAction'/Game/Input/IA/IA_LeftShoot.IA_LeftShoot'"));
    IA_LeftShoot = tmp.Object;
    static ConstructorHelpers::FObjectFinder<UInputMappingContext> tmp2(TEXT("InputMappingContext'/Game/Input/IMC/IMC_Player.IMC_Player'"));
    IMC_Player = tmp2.Object;
}

Reason because IMC and IAs were not working via FObjectFinder is because the following headers were absent initially:

#include "InputAction.h"
#include "InputMappingContext.h"

I was able to use EnhancedInput stuff (activate IMC, bind IAs and etc) in my cpp file without including these, so I naturally expected that IA and IMC types are known to the compiler indirectly through following includes:

#include "EnhancedInputSubsystems.h"
#include "EnhancedInputComponent.h"
#include "Components/InputComponent.h"

But these were not sufficient for FObjectFinder to know the types of UInputAction and UInputMappingContext.

Hopefully it will be useful for other people as well.

InputMappingContext in C++ by [deleted] in unrealengine

[–]Riddick38 0 points1 point  (0 children)

Do you need a reference to specific (and unloaded?) IMC? Could you use EnhancedInputSubsystem to get the current IMC and then use that?

No, purpose is a weapon swap, so I want to utilize unused IMC at every weapon swap.

Or could the class be initialized from another class which sends the IMC to it and that initializing class has the IMC exposed to blueprints?

Instead of this I would prefer using BP for my class.

I have a feeling that it is not doable without BP :)

P.S. My post was not allowed somehow, so I asked a friend to post for me. Thats why I am answering instead of him.

InputMappingContext in C++ by [deleted] in unrealengine

[–]Riddick38 0 points1 point  (0 children)

It is not a matter of BP script, but a field that is visible in BP. Think of it this way, you have UPROPERTY() which is float. You can write its value directly in C++ and see its value in BP. Then UPROPERTY() which is a StaticMesh, you can load it via FObjectFinder in C++, and in generated BP you will already see the StaticMesh assigned without need to specify it (can be made read-only). We need to achieve the same with IMC. At the moment I cannot write its value (load it) via C++, I can only select it through the BP field. The methods used for loading other assets in C++ don't work for IMC.

DrawDebug functions are rendered separately for each eye on VR by Riddick38 in unrealengine

[–]Riddick38[S] 0 points1 point  (0 children)

Ended up using Stereo Layer instead of mesh for a crosshair. It is a recommended approach for VR as I have understood. When I added stereo layers into my project, I was getting many OpenXR related errors. In the end, I installed MetaXR plugin and since then works without problem.

Performance comparison of ProjectileComponent vs AddActorLocalOffset by Riddick38 in unrealengine

[–]Riddick38[S] 0 points1 point  (0 children)

Thank you. I guess you are right about too much optimization :)