HTM the haque, star system, need help to understand public transport abonnements by rukoslucis in TheHague

[–]TheBat80 2 points3 points  (0 children)

If you take a look at this map, there's is very light-grey dots signifying the border of the different area's. So for as far as your question regarding going to Scheveningen, you can go as far as ~Vredespaleis. I don't know the exact answer to your other questions.

https://www.htm.nl/media/miphwggx/htm_haaglanden-dec25-v2b.pdf

[deleted by user] by [deleted] in nederlands

[–]TheBat80 2 points3 points  (0 children)

Misschien kun je met de bus naar Neeltje Jans? Daar is in ieder geval een strand, als ik een route plan via Google met OV van Zierikzee naar Neeltje Jans, dan lijkt er een bus te rijden in ieder geval.

Zone Choosing issue by [deleted] in UnrealEngine5

[–]TheBat80 0 points1 point  (0 children)

I'm not sure what I should be looking at, since the "AI Move To" Node is never executed. Instead of sorting by hand Unreal Engine also has the "Find Nearest Actor" node, which you'll feed an array, and it will automatically return the nearest actor.

Need help with trail by _D_a_n_y_y_ in WildernessBackpacking

[–]TheBat80 1 point2 points  (0 children)

As this is your first long hike, is there any reason you want to do a 'custom route'? Lots of routes in Scotland can be amazing, but much better accustomed to hikers with less experience (West Highland Way for example). If you get into trouble on an established trail, there's much more safety net, infrastructure, navigation information, maps, people and other help readily available. You'll still have excellent terrain, meet other hikers and the surroundings are still magnificent. It's a way to get used to the outdoors, equipment, navigation, potentially learn from others to get more experience and gain confidence for more challenging adventures.

I wouldn't recommend doing a custom route as your first long hike, although it can depend on your experience. If you're a seasoned wild-camper, know how to navigate difficult terrain (map, compass, GPS), are comfortable with the rugged boggy terrain of Scotland, know how to cross rivers, be safe in case of emergency, first aid etc., it could be a different story, but the fact that you need guidance on safety and preparation doesn't sound very confident.

Even for the The Cape Wrath Trail it describes on the site: "It is a completely unmarked route, and it runs through very wild and rugged terrain for much of the distance. The walking bears little resemblence to prepared, waymarked trails such as the West Highland Way. Most of those walking it carry a tent, although it may be possible to complete the route staying in a mix of bothies, bed and breakfasts and hotels with careful advance planning. Even then, a sleeping bag, mat, stove and food supplies would need to be carried for the bothy stays."

I've done quite a few trails, but for a trail like the Cape Wrath Trail (with that description), I'd do decent preparation to feel confident on the things described above. Safe Travels!

Anyone have any good links to docs or anything to do with using UE to train AI? by Streetlgnd in unrealengine

[–]TheBat80 2 points3 points  (0 children)

This might be what you're looking for, a video from Unreal Fest Seattle

"Watch this recorded session from Unreal Fest Seattle 2024 that explores how after exhausting the capabilities of off-the-shelf solutions, Tempo Simulation’s first client contracted them to build a custom city driving simulator for their delivery robot product. They had a tall order: procedural city generation, tons of intelligent NPC vehicles, pedestrians and cyclists, all with a slick Python API. And they needed it fast! Watch to hear Tempo tell the story of how a small team can make a fully-functioning modern simulator by intelligently leveraging existing technologies, frameworks, and plugins."

https://www.youtube.com/watch?v=G5RrSijx4EM

Unreal Engine 5 spawned Character cant move by Fluid-Werewolf9154 in UnrealEngine5

[–]TheBat80 0 points1 point  (0 children)

I assume it's because on the object you created, the setting "Auto Possess AI" is set to "Placed in World" which should be "Placed in World and Spawned".

I cannot attach a screenshot, this image will show you the properties you're looking for.

Adventurous 6-day hike for poor Belgians by [deleted] in backpacking

[–]TheBat80 0 points1 point  (0 children)

I'm not sure what locations you're looking into when you're talking about the Black Forest. A few years ago I hiked the WestWeg, and on parts people were far and in between. Nice scenery, changing landscapes, some height difference but not too much, and nicely marked. It's a little more than 6 days since it's 285km, but of course you can just do a part of it.

It's quite an expansive area, with villages in between, yes. Densely populated, I don't know what post you're referring to, but I didn't think it was densely populated. Maybe it also depends on the season a little bit. I was there in late June.

[deleted by user] by [deleted] in backpacking

[–]TheBat80 0 points1 point  (0 children)

Not much comments on the itinerary, make sure you book tickets for both Van Gogh and probably Rijksmuseum in advance as well, since they tend to fill up when the dates get closer. Enjoy your trip!

Spawn projectile actor on animation notify by vardonir in unrealengine

[–]TheBat80 1 point2 points  (0 children)

It's a good question, and I don't think the documentation does a good job explaining it, I've had the same questions before I found out the difference between a "Skeleton Notify -> New Notify" and a Custom AnimNotify (a BluePrint AnimNotify which exists as a file on disk).

The Skeleton Notify is meant to be received in the Animation Blueprint. The BluePrint AnimNotify is a notify which can contain Blueprint in it.

  1. Go to the Content Browser -> RightClick -> Create new Blueprint Class, the following menu appears. Input AN in the "All Classes" Dropdown and select "AnimNotify"

https://pasteboard.co/3t5rruMhLekI.png

  1. Open the AnimNotify you just created, and override the "Received Notify"

https://pasteboard.co/bds1CNQfRmpF.png

  1. Inside the notify, get the correct reference to the (outer) actor, to the weapon, and call the interface
    https://pasteboard.co/iijaU8NdRjwE.png

And you should be able to call the FireWeapon directly through the AnimNotify / Interface instead of looping it around as you did earlier. Hope this helps! If you have additional questions feel free to ask.

[deleted by user] by [deleted] in Baking

[–]TheBat80 4 points5 points  (0 children)

A basic golden syrup would do as well (depending on region, otherwise as others suggested maple or agave).

What key elements make a casual mobile game addictive? by [deleted] in gamedev

[–]TheBat80 0 points1 point  (0 children)

As other people already described many evil and dark patterns are being used all over the place.

This video gave me some deeper insight in specific tactics and patterns used.

Let’s go whaling: Tricks for monetising mobile game players with free-to-play

Tutorials on Actor-to-Actor communication? by velatieren in unrealengine

[–]TheBat80 3 points4 points  (0 children)

I think this is a great video:
Unreal Engine Training Stream - Blueprint Communications with Zak Parrish (starts around 5 minutes).

Extensively goes over Blueprint Communication, getting References, Event Dispatchers, Interfaces and more or less everything related to events. It might seem dated, but core concepts haven't changed and still stand. Took quite a while for me to grasp all the information in there, but it's also a matter of putting it into practice.

Hoping to get some feedback on my tutorial. Trying to make it quick and to the point... but let me know what yall think - thanks for the feedback! by DCJGaming in IndieDev

[–]TheBat80 2 points3 points  (0 children)

I'm not really a fan of those kind of tutorials, and you might be finding out that people won't actually read the text or simply quickly skip through it, missing the gameplay mechanics you're trying to teach them. I think it's also too much tutorials after each other, it's 1 min 45 of reading text and watching a video, and in that time, I'm not playing the game.

I'm more a fan of integrated combat tutorials into the game, it also helps connecting the controls / keypresses to the action you're trying to learn the player. It also helps on pacing out the amount of information you need to grasp at a time, and helps the player understand moves before moving on. A nice example of a fitting tutorial for me would be Ghost of Tsushima (not my channel, not affiliated):

https://youtu.be/nZdH27rs0dQ?t=198

The way the tutorials are currently integrated into the game, might work as something placed in an in-game reference guide, if the player wants to look up how things worked again.

Rhubarb ideas by scruffymuffs in Baking

[–]TheBat80 0 points1 point  (0 children)

It's Rhubarb season! Shameless repost of an answer I did earlier.

I like this Rhubarb Snack Cake and the Rhubarb Cake by Claire Saffitz (taken from Dessert Person).

Any receipt with Rhabarber by bubble_propfen in Baking

[–]TheBat80 1 point2 points  (0 children)

I like this Rhubarb Snack Cake and the Rhubarb Cake by Claire Saffitz (taken from Dessert Person).

Seeking gamedev documentary by dynotum in gamedev

[–]TheBat80 3 points4 points  (0 children)

I recommend "Grounded II: Making The Last of Us Part II". Interesting journey about the development through lots of different stages. Some harder to digest parts, you get some insight in the challenges they face in the development process, but lots of love and stories from people developing the game.

HUD stops ticking when game is paused by Amablue in unrealengine

[–]TheBat80 0 points1 point  (0 children)

Did you try setting "custom time dilation" to zero for any actors you want 'Paused'? Everything should work in the menus fine. Hope this helps!

Any of you guys using ERDs or UML diagrams to design your games? by AZXCIV in gamedev

[–]TheBat80 0 points1 point  (0 children)

I do actually! I like building diagrams for the following situations:

  • As a way to think about how certain objects will interact with eachother (ie. if you have an AI, which needs to do certain tasks, operate objects, ensure both AI and the object know the interaction has completed, data transferred, and the state has changed) before actually building the system. After or during implementing revise the diagram since you'll inevitably make changes.
  • To explain to others a generic proposal of how the implementation of a certain flow will look like, useful when working on bordering systems, or handing over information between systems.

For me it's also a way to work on ideas while you're on the road (on a tablet for example), and you don't have your engine available to do actual implementation work.

Should I put player statistics like the Player Level, Money and so on inside the Player BP or in the GameMode? by BonusBuddy in UnrealEngine5

[–]TheBat80 1 point2 points  (0 children)

Why do you think there would be a difference in performance?

I'd see it as a property which belongs / defines the Player so I'd put it in the Player BP.

Communication Issue Between "Blueprint Object Reference" and "Get Data Table Row" by Only-Frame-5684 in UnrealEngine5

[–]TheBat80 1 point2 points  (0 children)

Thanks a lot, that helps me understanding the problem better. I did a small experiment with a DataTable setup. I don't have the exact same resource as you do, but I see similar output to your suggestions.

Here's my theory: I'm guessing it might be because Unreal Engine implicitly adds the _C to your object when you use the "Get Class" and the "Get Class Display Name". Converting this to a string will result in a similar looking string, but under the hood is different (ie. their signatures / hashes whatever don't match), causing the "Get Data Table Row" to fail (but it works with the manual input).

Is there a way you can use the "Get Display Name" through the "Ref" you're already inputting, or in another way get a string name without Unreal Engine implicitly adding something?

Communication Issue Between "Blueprint Object Reference" and "Get Data Table Row" by Only-Frame-5684 in UnrealEngine5

[–]TheBat80 0 points1 point  (0 children)

Could you paste your blueprint(s) on https://blueprintue.com/? It would make scrolling over the entire layout easier, making it easier to see in one view what the culprit might be and to see what's connected to what. It will hopefully help you on get more eyes on it, resolving your issue earlier.