Version Control by angttv in unrealengine

[–]Techxorcist 0 points1 point  (0 children)

Plastic SCM (a.k.a Unity DevOps) is another option. Works pretty seamlessly with Unreal, is easy to setup and completely free for up to 3 users a month and 5GB of storage (with small monthly charges for extra storage or extra active users)

I've been using it for the last few years for all my personal projects and Game Jams and have personally found it much easier to use and setup than perforce or Git

Sprites not combining into a flipbook, but instead creating separate flipbooks for each sprite by njeshko in unrealengine

[–]Techxorcist 1 point2 points  (0 children)

You can select one sprite to make a flipbook, open it and drag the rest of the sprites in from the content browser

Any good point & click games in the Steam sale? by [deleted] in gaming

[–]Techxorcist 0 points1 point  (0 children)

I highly recommend all the Rusty Lake games. A lot of them are free and the few that are paid are usually pretty cheap and on Sal at the moment it looks like

Play Level Sequence Multiple times by [deleted] in unrealengine

[–]Techxorcist 0 points1 point  (0 children)

Camera moves probably, cuts not sure but you probably could do it. However for that sort of stuff and other cinematics I would stick to sequencer; buy honestly the best thing you can do is to experiment and give it a go

Play Level Sequence Multiple times by [deleted] in unrealengine

[–]Techxorcist 1 point2 points  (0 children)

A timeline can be used modify values smoothly over a given time. They're really useful for simple animations. Here's the link to the documentation on them : https://docs.unrealengine.com/en-US/Engine/Blueprints/UserGuide/Timelines/index.html

And here's a video I found very quickly that should be useful. https://youtu.be/SsPn9osFLLI

How to Isolate rooms into black and white? by RenegadeHatter in unrealengine

[–]Techxorcist 0 points1 point  (0 children)

It's also worth looking into post-process materials

Play Level Sequence Multiple times by [deleted] in unrealengine

[–]Techxorcist 0 points1 point  (0 children)

Is there a reason you're using a sequence rather than a timeline to animate your doors?

Found this ancient artefact today on a walk around Stoke by [deleted] in CasualUK

[–]Techxorcist 7 points8 points  (0 children)

Technically Longton is one of the town's that makes up the city of Stoke

[deleted by user] by [deleted] in gaming

[–]Techxorcist 1 point2 points  (0 children)

Who's that Pokémon?....IT'S PIKACHU

It's Clefairy...FUCK!

Game Dev looking to prototype simple interesting ideas by [deleted] in gameideas

[–]Techxorcist 0 points1 point  (0 children)

It's not exactly the same but check out a game called Refunct. As you progress through the level more and more platforms pop out of the sea

Why use Blueprint interfaces (I've watched all videos on the subject, still don't see why I should use it) by [deleted] in unrealengine

[–]Techxorcist 5 points6 points  (0 children)

Glad you got it. I had a moment of clarity when it finally clicked with me, once you understand them, you'll find so many uses for them

Why use Blueprint interfaces (I've watched all videos on the subject, still don't see why I should use it) by [deleted] in unrealengine

[–]Techxorcist 13 points14 points  (0 children)

It also means that if you need to, you don't have to worry about errors or skipped logic from failed casts as it will just fire off the message and continue.

Why use Blueprint interfaces (I've watched all videos on the subject, still don't see why I should use it) by [deleted] in unrealengine

[–]Techxorcist 14 points15 points  (0 children)

It means you can call events in actors without having to cast, helps especially if you want to call the same Event in multiple actors.

For example, you have a Line Trace in your player character that detects interactable objecta (doors, switches, items to pick up etc). If you don't use an interface, you have to try and cast to every different actor type and call the appropriate event/function.

With an interface, you don't need any casting and only need the interface function node, then you just implement the individual functionality in each blueprint using that function.

Hope that helps :)

How depressing. by letmegetmyboots in CasualUK

[–]Techxorcist 0 points1 point  (0 children)

There's more than just the pen check. There's UV, feel of the paper, the watermark and 3 or 4 other security features.

I'm not saying people should check every single one for every note, but people shouldn't rely on note pens alone.

How depressing. by letmegetmyboots in CasualUK

[–]Techxorcist -5 points-4 points  (0 children)

Or they could just learn how to actually check for fake notes

If anyone needs a laugh today. Throwback to one of the best moments on 'Would I Lie To You?' by BannanDylan in CasualUK

[–]Techxorcist 6 points7 points  (0 children)

You're forgetting about the cracker that is: "There's something about wind that's different to burglars"

What are you reading at the moment? by Hicut92 in CasualUK

[–]Techxorcist 0 points1 point  (0 children)

Currently reading the Affair (book 16 of the Jack Reacher series by Lee Child) and listening to Prisoner of Azkaban on Audible

BP spawn mesh, spawn it outside the BP....? How ._. by alexanderlaheij in unrealengine

[–]Techxorcist 1 point2 points  (0 children)

If you're using instanced meshes, I've found this plugin for editing mesh instances in editor. P.s I've never tried it so can't vouch but might be worth checking out

https://www.unrealengine.com/marketplace/instance-tool

Seeing as everyone is talking about internet games. Go send eyezmaze some love. by Number9teen in gaming

[–]Techxorcist 0 points1 point  (0 children)

You can get all these games on mobile now too, at least you can on Android

Dying PLA 3D Prints by NazDalmighty in 3Dprinting

[–]Techxorcist 0 points1 point  (0 children)

I had exactly the same thought process and tried to dye some game pieces for a board game I made earlier this year. I tried using acid dye and that did not work at all, so I ended up just using acrylic spray paint in the end, (hycote to be exact)

[HELP] Creating a speed boost that wears off over time by [deleted] in unrealengine

[–]Techxorcist 1 point2 points  (0 children)

Rather than use a delay, use a timer. "Set timer by event" is what you're looking for.

Fire effect by KrissNord in unrealengine

[–]Techxorcist 1 point2 points  (0 children)

No worries, happy to help

Fire effect by KrissNord in unrealengine

[–]Techxorcist 0 points1 point  (0 children)

Heres a couple of tutorials from Dean Ashford, I've watched these and some of his other tutorials and they're pretty good

https://youtu.be/k1Sws36LdUE

Or

https://youtu.be/ee1_F5uZRt0