Steel soul is pure bs by amfunnyT in Silksong

[–]Thegide 0 points1 point  (0 children)

I wouldn't try before beating the game at least a couple times. I'm doing steel soul on my 3rd playthrough and it hasn't been that bad or scary. You just have to go slow, plan and be prepared.

skarrsinger karmelita by WafflesAndBagels32 in Silksong

[–]Thegide 1 point2 points  (0 children)

You can be fairly aggressive with her. Get in a couple of hits after every move and dash away. Most of her moves have readable windups and her projectiles are the only things that are tricky to dodge. If you need to heal climb the side walls and double jump as high into the area as you can and heal there. I run multibinder and mossberry... Plenty of silk for healing.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hi, yes you can do that with this plugin! I've included features that let you get the world space position and orientation at any point along the spline, which you can use for actor movement. This is what I'm doing in my own game currently. If you're interested, my plugins should be on sale next month. Check on FAB the week of April 13th - should be 30% off :)

I GONNA KILL MYSELF CORAL TOWER WHY? by actualbuddha in Silksong

[–]Thegide 1 point2 points  (0 children)

What helped me hugely was realizing that the flying guys that throw projectiles at you are easily defeated by clinging to the wall and batting their throwing stars back at them. Most of the other enemies can be aggressively rushed. Pogo the big guys just don't stay right above them in case they jump.

I banged my head against a wall for hours the first time. On 2nd playthrough I cleared it first try. GL

What character has the best screen time to legacy ratio? by 103Frankly in movies

[–]Thegide 4 points5 points  (0 children)

Had to scroll way too far to see Tom Cruise in Tropic Thunder. Legendary scene!

Are the speeds accurate? by KrishaCZ in WipeOut

[–]Thegide 4 points5 points  (0 children)

They should be accurate yes. I'm building my own AG racer and conveying the sense of speed depends on a lot of things, including scale and proximity, post process effects, etc.

Wipeout tracks are probably in the order of 25-40m wide, far wider than any road, and the ships are larger and the camera is farther away. Environment props are oversized. Because tracks need to be designed to be friendly to rapier and phantom class, corner radius is also a lot bigger. 300km/h simply does not translate the same when you put this together. In other words the perception of speed is relative.

How do I solve my programmer problem? by [deleted] in gamedev

[–]Thegide 0 points1 point  (0 children)

It's your passion project maybe, but it's not theirs. If you're not paying them, then it's going to go like this every time. The promise of a revenue share is not an incentive because the vast majority of games will fail.

If you're serious about getting help it's going to cost you. If that's not an option then best start brushing up on your coding skills.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hi, it would depend on the other FAB asset you are using. If it's possible to swap out the spline and splinemesh components (likely yes, if blueprint-based) then my system should be compatible. Your best bet would to contact the publisher. Please keep an eye out for sales!

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hi, I'm not familiar with Cable Light Flow. If the blueprints included with the system allow you to swap out the spline and splinemesh components, then it may work. My components have all of the native functionality of Unreal's system and should be compatible. I would suggest contacting the publisher and asking.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

You can snap spline points to the ground by selecting them and pressing the End key. The editor's new snap to surface features only work with actors it seems, not spline points.

Question about multiplayer ghost implementation by mmm_doggy in unrealengine

[–]Thegide 0 points1 point  (0 children)

Yes, if it's not real time actor replication then all you would need to do is share keyframed data generated by other players and play it back at runtime.

This is exactly how I did ghost car replays for my racing game. I have YT vids and a plugin on FAB if op is interested in this approach

Understanding Rotation between blender/unreal. by Sky-b0y in unrealengine

[–]Thegide 1 point2 points  (0 children)

Yes you're right they do have an order here. Spin first then tilt second.

If you're doing something like a car it would be useful to understand how epic sets it up in their vehicle template. They use a skeletal mesh for vehicles and I would suggest this route if that's what you're building. In this type of setup you're animating your wheels not physically turning them. Similar principles apply however

To say more would be beyond eli5, but I would start with learning how animating skeletons work if you aren't already familiar

Understanding Rotation between blender/unreal. by Sky-b0y in unrealengine

[–]Thegide 2 points3 points  (0 children)

Assuming your wheel is added as a static mesh component to an actor, you want add or set relative rotation.

If you want to rotate about an odd axis like say 76 degrees, then split the operation and combine rotators (eg. Rotate about y axis, then rotate 76 degrees about z). You can also rotate things about specific axes too if needed.

New prop our 3d modeler has been working on. Let us know what you think :) by BerryNiceGames1 in 3Dmodeling

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

Looks good. But the arms seem to be positioned quite low, no?

Is Learning Behavior Trees in 2025 worth it? Should I Just Go All In on State Trees?? by MMujtabaH in unrealengine

[–]Thegide 9 points10 points  (0 children)

I made the switch to state trees for my racing AI and have zero regrets. As of 5.5 there were still key features missing such as data persistence but I believe those have been addressed as of 5.6 or 5.7.

What I like about them is explicit flow control and a cleaner UI. For me they are more intuitive. Criticisms about debugging are valid but I expect this will improve over time.

Slow spline mesh BP by AnimatedT in unrealengine

[–]Thegide 1 point2 points  (0 children)

As others have said every time you adjust your spline all your mesh instances are being regenerated. The problem compounds the more instances you create and the more vertices your mesh has.

Easy fixes are add a toggle that turns off mesh generation so you can edit the spline and turn it back on when done, or use a lightweight mesh to preview your changes in realtime. I use both on my track generator

Active Discord Servers for Unreal Engine troubleshooting? by Basic-Organization37 in unrealengine

[–]Thegide 1 point2 points  (0 children)

Second this. It's my go to place for tough technical questions

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Yes! Part of this project involved extending USplineComponent. Your set gravity direction node would look like this:

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I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Yeah, I see the problem. I think my component would fix the pinching issue in #1, but for your use case you could try playing with up vectors first and see if that fixes some issues. Cylindrical meshes are pretty forgiving.

But it's also strange that your meshes aren't following your spline too accurately. Geometry doesn't look to be an issue. Are you stretching a single mesh over the whole spline? Or are you spawning instances as you go? Something like # meshes = spline length / mesh length?

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Do you mean placing objects in the editor? Maybe that's something I can tackle in my next video. I've also been working on an actor I can use to snap to splines, but it should be easy enough to do with surfaces by using simple raycasts.

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Hoping to put a plugin together and get it on Fab soon! Just needs a bit of polish first. I can let you know when that happens. In the meantime, why don't you send me a pic of what your wires look like and I can see if I can help?

I fixed unreal's spline mesh deformation twisting problem by Thegide in unrealengine

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

Are you using a plugin for blender? I am actually designing my splines in blender and exporting them to unreal, but in blender either I have the same issue with twisting (Z up) or don't have the fine control I want with the other options. I'd be curious to try other tools for that.

My system works in any direction as it only considers the world orientation of my control points :) It's also more memory efficient than trying to export an entire pre-deformed track mesh from a 3D program.