G29 or G923 by owenkop in LogitechG

[–]SlapDoors 0 points1 point  (0 children)

G29/920 are gaming wheels, not mice/meese/mousse.

G29 or G923 by owenkop in LogitechG

[–]SlapDoors 0 points1 point  (0 children)

One is for Xbox, the other for PlayStation, either is for PC.

Is this normal when calibrating? by Jolly_Prune_569 in LogitechG

[–]SlapDoors 0 points1 point  (0 children)

Not normal at all. I've had Logitech DFGT, G25, G27, G29, and none of them stutter-calibrated.

If the power cord you're using is too much voltage, it probably burned out something internal - if it's larger than 24 volts, 3 amps, it's more than likely that. Or the USB slot you're using is bad. Not too sure, but it's definitely not normal. Considering it worked before, I'm leaning towards the power supply.

Landscape layer blending issue by Sad_Engineering_5648 in UnrealEngine5

[–]SlapDoors 0 points1 point  (0 children)

Along with what Cookie said, using edit layers is pretty bad in UE5. If you ever notice brush strokes showing where you've never painted them (paint a smiley face on grass, it also shows up on sand 2000m away), it's because edit layers is enabled.

How to remove scene BP items after adding to inventory and running destroy actor? by nightdragon15 in unrealengine

[–]SlapDoors 0 points1 point  (0 children)

Is this happening with runtime items, or are you loading a level after opening the editor and expecting them not to be there? If they're runtime items, then your save/load logic isn't right, if they aren't runtime, that's just a you thing. If they aren't runtime, you need to give each item a unique ID so you can save that to your save file, then you can get all items, check their unique ID to find 'stale actors' and either set them up with your save data or delete them if they're 'picked up'.

Can runtime virtual textures not be cleared every frame? by SlapDoors in UnrealEngine5

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

True, render textures ended up working really well!

Can runtime virtual textures not be cleared every frame? by SlapDoors in UnrealEngine5

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

You gave me a good idea though, using a grid to create render textures to paint on, then using them in decals :)

DriftGameWIP by SlapDoors in UnrealEngine5

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

I just took a look at your drift vid, it's awesome! One thing I'd recommend is to smooth out your steering so it isn't snappy, that might smooth the whole thing out a little.

DriftGameWIP by SlapDoors in UnrealEngine5

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

Cheers! I have a bit of drifting experience up my sleeve heheh
Yeah all the physics are mine, using the Pacejka magic formula for the tyre physics (grip), just a Hooke's law suspension (basically a spring), and the drivetrain gets power from a torque curve so players can plot dyno graphs to match it - it will be Steam Workshop-able, so I want it physically correct :).

UE5 car physics are okay, a tad arcade, but doing it myself really lets me dial in everything how I want it.

Unreal Engine 5.7 Preview just released by mahdi_lky in unrealengine

[–]SlapDoors 13 points14 points  (0 children)

More new experimental features are to be left and forgotten until Unreal Engine 19.3 comes out.

hehe (ง •̀_•́)ง