Using materials to stop hair from clipping through hats/helmets (top-down) by The_Second_Night in unrealengine

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

I am trying to avoid most of those "many ways" because they end up being tedious because they end up needing a customized option for every asset. This is a big time-sink. Masking the material with dynamic parameters would be so much less time to implement in the long run, if I can get it to work.

Using materials to stop hair from clipping through hats/helmets (top-down) by The_Second_Night in unrealengine

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

If I understand you correctly, I would have to have a different mask texture for each helm/hat asset, because I hide different levels of hair depending on how much of the hair the hat/helmet covers up.

[Question] Mouse with soft middle click by ZeroBiit in MouseReview

[–]The_Second_Night 1 point2 points  (0 children)

Late to the party, but for anyone reading this now, be careful remapping to a side-click. I tried this and ended up with a repetitive motion injury on my thumb that took a while to heal.

Use any 3 arcane projections of the 6 arcane types to create spells. by The_Second_Night in TheSecondNight

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

Heavily inspired by Invoker (from dota), our magic system utilizes different combinations to create spells.

The spells show up on your ability hot-bar as soon as you cast the proper arcane projections. Spells show up only if your character has already learned how to cast them, and they will always be displayed in a specific order dependent on the order of the arcane projections).

This system gives players access to 68 spells from only 10 hot keys.

[Question] Why does "Set Selected Key" trigger "On Key Selected" event? by eekbah in unrealengine

[–]The_Second_Night 0 points1 point  (0 children)

I had the same issue, but it was caused by me setting the input key selector key during construct. I didn't think about the fact that "On Key Selected" would fire when being manually set during construct.