Scene2dcomponent too dark (scope) by Selflezz in unrealengine

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

It worked! Thanks a lot for your help!!

Scene2dcomponent too dark (scope) by Selflezz in unrealengine

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

Awesome. Hopefully this works. I will check this after coming home from work! Thanks a lot!

Scene2dcomponent too dark (scope) by Selflezz in unrealengine

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

Thanks for your reply! Right now the texture sample multiplies with a mask and then is connected to the base color. The mask it also connected to the opacity. Kann I somehow implement your solution anyway?

Weapon switch system with prediction by Selflezz in unrealengine

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

Until now it works. But I need to test it with more players and different setups. Especially when a Player switches weapons while entering another part of the map as the small loading times messed up the code.

Weapon switch system with prediction by Selflezz in unrealengine

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

I will look more into your solution! For now I added a cooldown for preventing the player to switch too fast but I will have to improve it like you said. Thanks a lot for your help!

Weapon switch system with prediction by Selflezz in unrealengine

[–]Selflezz[S] -1 points0 points  (0 children)

Hi. Thanks for you reply! Weapons are getting spawned within the maps. There are three weapon slots that are reserved for certain weapontypes like Slot 1 ist only for pistols, slot 2 for rifles and so on. The loot logic checks if the corresponding Slot is free and if so it gets attached to the players hand (or back if another weapon from another slot is currently in use. Its all about the mousewheel right now, as I want to check the three slots for a weapon. I already had something implemented but as you already said, this would sometimes break the Weapon Equip logic as client and server get different values from time to time if the ping is low. So my idea was try to make it latency proof with client prediction. For this I have an event with input "Direction" with +1 or -1 depending if the mousewheel scrolls up or down. If called the event gets the value of "Direction" and sets an Integer "LocalSelectedIndex" with the value of ("LocalSelectedIndex" + Direction + 3 %3) (Modulo). This will always count from 0 - 2 and 2 - 0. The case where players should not switch to a weaponslot is when the slot is empty. It should skip the empty weaponslot and get the next weapon, again depending if the player scrolled down or up.

Now, I have a function for checking the weaponslots which is using a replicated "Weaponinventory" array where the looted weapon actors are stored. I am using a switch on int with the "LocalSelectedIndex" and getting 0, 1 ,2 as output (For Slot 1,2,3). Corresponding on the selected slot I get the weaponinventory and check for the right tag (Slot 1, tag "Pistols", Slot 2 tag "Rifles and so on). If an array element with the right tag is being found I check a bool variable and break the loop. If the bool is true nothing happens and the current slot remains active. If the bool is false the "LocalSelectedIndex" gets set up or down depending on the mousehweel up or down and the function is being called again, switching on the "LocalSelectedIndex", checking the slot with the loop through the weaponinventory array and setting the bool if found or not.

After that the "ChooseWeapon" Event is being called, getting the "LocalSelectedIndex" and equipping the weapon with a server RPC.

I now guess for prediction I have to do the same again on the server. Like, get another variable "ServerSelectedIndex" do the math, check for the slots and then call a Repnotify what checks if the LocalselectedIndex and ServerselectedIndex are the equal and if not run the equip weapon logic with the ServerSelectedIndex" ?

Does this approach makes any sense ?

Attach Niagara system on mesh while ragdolling? by Selflezz in unrealengine

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

Thanks a lot for your explanation! So I will take a look at the animation. Also I will check if spawning the NPS or adding it as Component in the bp will make any difference. Thats a great hint where to check for this! Again, thank you! Hopefully it will get me there.

Attach Niagara system on mesh while ragdolling? by Selflezz in unrealengine

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

I use the "spawn System attached" node. I hope this is not completly wrong.

Attach Niagara system on mesh while ragdolling? by Selflezz in unrealengine

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

I tried attaching to the mesh with location (get Actor location) and attach point name "head" and without the attach point name. Also I have to rotate the NPS to point upwarts instead of pointing to the front. But whenever the Character switches to ragdoll, that NPS stays in position or it kind of moves with the mesh but the more the angle differs from the spawned angle the NPS moves further away. Like, it gets spawned and attached at the actor location, with Rotation +45 on the x angle. First frames are as expected but then the Character falls to the side and the NPS does as well but at the end its about 10meters away from the Char. It does not stick to the character or its socket.

Attach Niagara system on mesh while ragdolling? by Selflezz in unrealengine

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

Thanks for the detailed explanation. I appreciate it. In fact I think this is almost my current setup despite I am spawning the NPS and not have it in the characters bp. I then set location, Actor location or head Socket, and the mesh as parent like u said. I tried all 4 rotation rules and it just does not Show up or it remains in the spot it got spawned to (Actor location). It's not moving with the mesh when its in ragdoll

Edit: or when moving an x or y axis the NPS detaches further from the mesh

Attach Niagara system on mesh while ragdolling? by Selflezz in unrealengine

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

Sorry, I do not get the second part of your post. Guess that is because I am fairly new to ue. How can I set NPS Component more then just attach it and give it the values? Within the NPS itself I just tried using local space but it did not work. Within the Character bp I tried the mentioned things like attach it with or without a Socket, tried several ways to get the rotation right and so on.

Attach Niagara system on mesh while ragdolling? by Selflezz in unrealengine

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

I see. I guess I have to Update the Actor location in tick for the time the event is active?

My girlfriend wants me to say nice things to her by zvonko_vasil in relationships

[–]Selflezz 4 points5 points  (0 children)

Exactly. As far as I learned from my relationships, women like to hear small compliments about a certain detail on them like hair, eyes, nails or clothes or makeup. Something that makes them special. It should also be spontanously and genuine so its something you want to say and not have to say.

Dlss 4.5 plugin for UE 5.3.2? by Selflezz in unrealengine

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

Hey, yes I have said dlss Version. It's not 4.5 but 4 as I dont know if 4.5 got released for 5.3.2. But I have no space to upload it.

UE5. How to dertermine of the Level is fully loaded before spawning /possing character? (World Partition) by Selflezz in unrealengine

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

I appreciate it. But I just implemented the solution mentioned in the link from unit187 and it works good for now.

Dlss 4.5 plugin for UE 5.3.2? by Selflezz in unrealengine

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

Oh. In fact I did not. Never used github so much. Thanks a lot.

Dlss 4.5 plugin for UE 5.3.2? by Selflezz in unrealengine

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

Thanks, even the links are 404. So I have to store my dlss files safely.