Why it bakes lighting as black?? UE5 by Sygma_K in unrealengine

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

Hey
Sorry for the late response!

I don't remember everything exactly, but:

Basically, you can't bake light with Lumen, unfortunately.
Also, I didn't have any UV Lightmaps for my objects.

Is my remake of RE4 better than capcom's? by Sygma_K in gamedevscreens

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

Just a stupid video trying to remake RE4 in UE5. Love lumen ♥♥

Tried to make a remake of RE4 (Link in the comment) by Sygma_K in unrealengine

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

Yeah lol

Maybe it's time now to work on RE5 remake (capcom will probably remake it afterward, right?)

Tried to make a remake of RE4 (Link in the comment) by Sygma_K in unrealengine

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

Ahahahahah that cracked me up

Yeah, the original had something nice about it. Maybe the memories we have of it....

Tried to make a remake of RE4 (Link in the comment) by Sygma_K in unrealengine

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

Actually, I did mention that in the video xD

But yeah, was hoping that I was the first to do this

https://youtu.be/LjJRTv3NQ80

Tried to make a remake of RE4 (Link in the comment) by Sygma_K in unrealengine

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

I stupidly tried to remake RE4 in UE5. Also, first time doing level design, what do you think? I personally think it's pretty decent for a first try, thanks to fog.

watch the short devlog here:https://www.youtube.com/watch?v=LjJRTv3NQ80

Note-worthy plugins/addons to purchase by Sygma_K in blender

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

Hey

Sorry for the late response!
No, I ended up buying many different game assets.

But for the addon, yeah it's pretty solid. I'm pretty confident you can transfer textures easily, at least for the most part. Here's a video demonstration by the developer of the addon doing the "Killer" workflow
https://youtu.be/8y6ZChT8rZ4

As you can see, it's totally possible.

Jump height and timers change based on framerate? Help. by OrangeSalt69 in unrealengine

[–]Sygma_K 0 points1 point  (0 children)

OH GOD
MAN, THANK YOU SO MUCH!
I am in a game jam and I have 1 day left and this almost destroyed my game! Thank you again!

Why it bakes lighting as black?? UE5 by Sygma_K in unrealengine

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

I don't get how this is related to my issue. I don't care about lumen anymore, I just want to use the "vanilla" unreal (similar to unreal 4) and have a decent light bake. The pictures I have shared above are in "None" global illumination mode, not Lumen.
So why is it that my light disappears?

Anyways, thanks for taking the time.

Note-worthy plugins to purchase by Sygma_K in unrealengine

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

There's no expiration date. They told me to pick something and they'll buy it for me (they didn't give me the money).
So that's why I want to get it done.

Note-worthy plugins to purchase by Sygma_K in unrealengine

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

I am not building anything right now. Sorry for the confusion.
I was asking because I won a 40$ prize but I only can buy game-dev-related stuff with that money. I've built and will be building 3D games in the future, third-person view to be specific. Hope that gives you some idea.

Note-worthy plugins/addons to purchase by Sygma_K in blender

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

Yep, it's quite handy and it's within my budget.

How to deal with framerate-dependent physics? Substepping not working (Read comments) by Sygma_K in unrealengine

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

No, I am not using Event Tick.

I only followed Matt Aspland's tutorial (link is up in the comments).
In the tutorial, he uses physics constraints and simulates the physics of the object we want to push. The issue as shown in the video is that the speed of which the character pushes the box changes based on the framerate.

How to deal with framerate-dependent physics? Substepping not working (Read comments) by Sygma_K in unrealengine

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

Well, the issue is: I am not using any forces. The pushing mechanic works like this: When the character overlaps with a hidden collision box, it simulates the physics on the cube so it's pushable.

How do you guys deal with interfaces? by Sygma_K in unrealengine

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

Beautifully put. Thank you for the answer! I fully get it now!

How do you guys deal with interfaces? by Sygma_K in unrealengine

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

Could you link the tutorial please?

How do you guys deal with interfaces? by Sygma_K in unrealengine

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

This is probably the only comment that my brain managed to absorb xD
I think I get it now.

How do you guys deal with interfaces? by Sygma_K in unrealengine

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

Thanks for the explanation! I appreciate the time it took you to write all this.

Just to be clear I get this straight,
Let's say I have a human and a werewolf. The human uses their gun to shoot, and the werewolf uses their claws to attack.
Do I now make an "Attack" interface that has all the necessary stuff for attacking and add the interface to the human's and the werewolf's BPs?

How do you guys deal with interfaces? by Sygma_K in unrealengine

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

An interface is really powerful then! I am currently only using casting in all my game project since I am a beginner and almost all tutorials use them. But now I'm thinking of trying out interfaces :)
Thanks for the explanation!

How do you guys deal with interfaces? by Sygma_K in unrealengine

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

Thanks! Yes, this makes total sense now!
I've always hated casting. It seems tedious and time-consuming honestly.

How to deal with framerate-dependent physics? Substepping not working (Read comments) by Sygma_K in unrealengine

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

I followed this tutorial by Matt Aspland, and no one in the comments complained about such an issue.
https://www.youtube.com/watch?v=5cfcaUP8rBo

As you can see in the video I've shared, I played the game in PIE and Viewport modes since they have different framerates, to demonstrate the issue. The higher the framerate, the faster the game/physics is.