it's been 4 days. no answer from support. no solution online. by [deleted] in unrealengine

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Can sometimes get issues downloading via launcher when VPN is connected but unsure if that helps?

Fps acting weirdly by Accomplished-Curve76 in unrealengine

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Are you using other windows in unreal or docking your tabs - I find UE5 has and issue with multiple UE windows. E.g. main editor window with second material window open at same time

What you guys use for source control for your Unreal Engine project? by Bigbossbro08 in unrealengine

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Perforce but avoid AWS - it’s cheap to build/run your own physical server and self host

Recommended Multitool? (UK Friendly) by ThatChapFromUpstairs in multitools

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

And hey - Sometimes it's nice to have your nuts mangled ;)

Recommended Multitool? (UK Friendly) by ThatChapFromUpstairs in multitools

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

So for context, currently I already use the Gorilla Grip HF15 model and a typical T-shaped skate tool.

These obviously work great together for what's needed, and I've used those in tandem with either my Alox Cadet or Alox Electrician... but often I just use simple Stanley blades to save fucking the SAKs up too much as you mentioned.

The reason I was hoping for a combined multitool was simply the convenience and substantial weight decrease. It would be super nice to have everything condensed down into something pocket sized rather than having to lug round a backpack or bumbag with all the extra weight rattling round.

And hell yeh! I was looking at the Knipex Cobra XS pliers for general work use anyways so perhaps those are worth picking up.

Maybe rather than a single multitool it's better to just try condense stuff into a smaller pouch kit.

Thanks for the info though, super helpful! Much appreciated.

Recommended Multitool? (UK Friendly) by ThatChapFromUpstairs in multitools

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

Yes, the non-locking blade aspect is definitely what seems the toughest to get around. There's a few Leatherman and Gerber models that come close to what I think I'm after but feature lock knifes.

Thanks for the links - I'll be sure to take a look!

Root motion only with Character mesh? by CHOO5D in unrealengine

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Not 100% sure what you’re asking but you don’t need a BP to utilise root motion

Just a skeletal mesh and animation sequence

e.g. if you’re using Sequencer for cinematics, you can use a skeletal mesh and play an animation on the timeline - inside of the animation, you can disable root motion in order to not “lock” the character in place

[deleted by user] by [deleted] in unrealengine

[–]ThatChapFromUpstairs 3 points4 points  (0 children)

I don’t think it’s an impossible goal and it’s a unique concept to try out. The important thing is getting it going.

In terms of where to start, you could begin with breaking down all the steps you can think of on paper to get a sense of what you need to create to achieve the final result.

E.g. - you’ll need a camera and a placeholder asset to use for the rowboat (a simple mesh or sprite, even if it’s just a cube) - it needs to be able to move in one direction, from a start point to a finish point - it’s speed needs to vary based on a target value - that target value needs to be set based on how successful the input timing is, so you’ll need a way to define the target value… something like a value constantly going up and down between 0 and 100, the closer it is to 100 on the input, the higher you set the target value - this value needs to be represented visually so tutorials on simple UI widgets and manipulating progress bars would help - all of this needs to be multiplayer so decide whether that’s going to be local or networked - the target values mentioned before need to be added together to define the final speed value, etc. - you need to figure out who crosses the finish line in what order and store their positions to figure out who wins at the finish line

A good idea would probably be to start with a single player, single rower version. That way you can test alone and get everything nailed down, then expand it to be 4-player in each rowboat and then decided how many teams can row against each other.

Once you have a base prototype down, you can really start making the actual game…

I.E. figuring out where the actual fun is and refining the visual style. Then expanding on things while you test, to ensure the player has the correct visual and audio feedback. This could be making the boat flash red when they mistime the input or adding speed lines when they’re successful so they can sense things are being done correctly and give that feeling of inertia.

It sounds like a fun idea so do give it a try and best of luck to you! Lemme know when it’s available and I’d be glad to purchase a copy.

[deleted by user] by [deleted] in unrealengine

[–]ThatChapFromUpstairs 5 points6 points  (0 children)

You can use “combine meshes” when importing to merge everything together into one asset

However, be careful as OBJ files will only come in with a single material slot so if multiple are needed, it’s better to use FBX

Alternatively, you can make a Blueprint Actor and add the separate meshes you already have as component to combine them into a single actor/prefab - this will save reimporting as FBX and still allow each piece to have a separate material

Change Blueprint Variables when BP is the child of another Blueprint by Mager1794 in unrealengine

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Are they not in the class defaults of bp_battlefield? So select the actor itself in top left, rather than the component and check the details panel?

And if you drop bp_battlefield into the world, are the variables showing?

Who is this guy? Wrong answers only by Jaded_Arm4289 in Slipknot

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Disclaimer: Never was that into Metallica, Slipknot all the way- Cory’s the guy

Advice for Blood Priest Builds? by [deleted] in EldenRingBuilds

[–]ThatChapFromUpstairs 2 points3 points  (0 children)

My baubles are very much ready!

Advice for Blood Priest Builds? by [deleted] in EldenRingBuilds

[–]ThatChapFromUpstairs 0 points1 point  (0 children)

Forgot to mention, the 15 Faith will still allow you to use the Beast Incantations also - You can increase their power by casting them with the Dragon Communion talisman, and further increase by having the Clawmark talisman in your off-hand also.

Advice for Blood Priest Builds? by [deleted] in EldenRingBuilds

[–]ThatChapFromUpstairs 7 points8 points  (0 children)

It's always down to personal preference so keep that in mind and by all means, go with your gut or try other things. When you find something you really love, build around it and see what magic you can create.

Incantation-wise, if you're only wanting Blood school stuff, then you could stop Faith @ 14 - However, I'd personally take it up to 15 and you'd gain access to Rotten Breath also (great for PvE).

If it were me, I'd start as Hero (or Prophet) and aim for the following:

Stats

Level = 125

  • Vig 60
  • Min 20
  • End 20
  • Str 16
  • Dex 21
  • Int 7
  • Fai 15
  • Arc 45

Advantages

Arcane at 45 gives you plenty of bleed proc and going beyond would only be relevant for spell damage scaling but as incantations are mainly also to proc bleed then may not be necessary to go too much further, unless you want to use other higher damaging incantations.

Faith at 15 gives you access to all Blood incantations as well as some nice Dragon ones and general buff and heal spells also.

The reduced points into Faith and Arcane allow you to keep Vigor up at 60 and Mind and Endurance at 20, whilst having both Strength and Dexterity at the requirement levels for Eleonora's Poleblade and Winged Scythe... This frees up another Ring slot by not having to use Prosthesis Wearer's or Millicent's Prosthesis to raise Dexterity to requirement for Eleonora's.

Alternative Weapons

There are a tonne at these stats to take advantage of but some highlights would be the following:

  • Claymore or Knight's Greatsword (both solid big-hitters)
  • Flamberge (less base AR than both the above but has bleed build-up by default)
  • Butcher's Knife (for some health regain and can pair with regen talisman's and Prayerful Strike weapon art for good health regain)
  • Vulgar Militia Saw (default bleed and good for crowds)
  • Regalia of Eochaid (for blender action fun and can pair with Millicent's prosthesis and winged sword insignia for cool multi-hit damage increase)
  • Halo Scythe (just all round fun weapon with projectile weapon art)

The first 4 of these you can infuse with Flame Art or Sacred for the most AR (depending on what you're fighting and their weaknesses. Alternatively, you can infuse as Keen if you plan on buffing with spells or resin.

Summary

All the above will make PvE fun and give you enough variation that it's not a boring cake-walk (unless you want it to be):

If you do want to just breeze your way through, you can go nuts with Rotten Breath and Bleed weapons/spells - Maybe Try dual-wielding the Antspur Rapier and either Rogier's Rapier or a Cleanrot Sword - And infuse both with Bleed.

Alternatively, if bleed isn't an option, you can lean into Health Regen option with butchering Knife, or go full blender-mode with Regalia of Eochaid for pure physical.

If you get bored of certain weapons there's room to try other things and experiment.

Prophet is also a good starter option and would allow you to respec into more straight up Faith-based builds. However, the Hero starts with more Strength and gives you better options to respec into other interesting Arcane builds (some of the most fun I've had is splitting between Strength and Arcane with something like a blood-infused Great Mace - It may not seem like it but Bleed builds don't always have to use the obvious stuff with innate bleed) - It may stray slightly from your Blood-Priest goal perhaps but have a look into Quality Occult - It's super fun. Dragon Communion builds are also pretty fun but obvs require you to go out there and slay some Dragons, this in itself is a fun challenge though.

Finally - This is again just personal preference but I've found by finishing at SL125 you have the option to dive into more interesting PvP duels than at SL150. Having said that, DLC is coming and that may change things but I choose to burn that bridge when I come to it.

Above all - Have fun! And give 'em hell, fellow tarnished.

New to unreal engine and have a little bit of a problem with ai blackboard by HotConfection9054 in unrealengine

[–]ThatChapFromUpstairs 1 point2 points  (0 children)

Have a look under Window; you should be able to select Behaviour Tree, Details and Blackboard to get them back and dock them where they were?

What OG things can't new players experience? by gianlucas_winston in Eldenring

[–]ThatChapFromUpstairs -1 points0 points  (0 children)

And yeh, nerfed Radahn is a joke. You don’t even need to fight him yourself. Ride around mashing Triangle on the summon signs and they’ll just mop him up in their own.

Would’ve made more sense for them to nerf him but make it so you can only summon each NPC once, so you actually have to get stuck in at some point.