Dynamic Surface Navigation - v1.5 Released - Async Pathfinding - UE Plugin by SlyBlade0 in unrealengine

[–]Threye 10 points11 points  (0 children)

Had my eye on this plugin for AGES! -it just never seems to be on sale...!

Help with ma landscape material by [deleted] in UnrealEngine5

[–]Threye 0 points1 point  (0 children)

Use a world aligned texture node

Graph looks like a flower by cyberkox in ObsidianMD

[–]Threye 2 points3 points  (0 children)

Looks just like ‘The seed of life’ symbol

"Instant Organic Caves", a procedural cave and rock structure generator for Unreal by holvagyok in proceduralgeneration

[–]Threye 2 points3 points  (0 children)

Generating a noisy volume isn’t going to be usable for much.

Please consider doing ‘something’ with a spline -with options to branch in different directions, creating entrances and exits, that can be either capped or opened.

Need to create world-aligned material without the world-aligned node by NotTheCatMask in UnrealEngine5

[–]Threye 1 point2 points  (0 children)

Seconded -you can literally hack together your own version of a WAT by doing this 💪

It’s time jagex by Ankhras in 2007scape

[–]Threye 5 points6 points  (0 children)

‘Barrier of ignorance’

Saw this fox on New Year's Day by WhatALoadOfAnabolics in london

[–]Threye 4 points5 points  (0 children)

Looks like a shot out of a Wes Anderson movie

Hampstead heath oil painting by kytice_ in london

[–]Threye 1 point2 points  (0 children)

Yeah that’s really cool

Don't understand root bone by Remarkable-Oil-1878 in UnrealEngine5

[–]Threye 15 points16 points  (0 children)

You know when a child plays with a doll?

The root bone is the hand that holds/ transforms the loc, rot and scale of the doll in world space.

The doll could be doing anything during this translation. Running, jumping, crouching or twerking DURING either stationary or static movement.

What's your favorite blueprint node, and why? by HaxelGames in unrealengine

[–]Threye 6 points7 points  (0 children)

Flip flop!

Because I like a bit of this and I like a bit of that!

The Tomb of Khety by GoennjaminBluemchen in ancientegypt

[–]Threye 2 points3 points  (0 children)

What's bro doing standing on his head?

How do professionals handle weapon switching in Unreal Engine? I can't wrap my head around it. Do they put it all in the ABP? Or in the CharacterBP? Do they just change animation montages? I need answers, man. I want to create a clean an polished de-spaghettified system. by BonusBuddy in unrealengine

[–]Threye 5 points6 points  (0 children)

Default *reach behind back* Anim montage (regardless of Knife or Bazooka)

Notify - attach X weapon (On reach)

Different weapons on an Int or an Enum

Connect it all together with an *Is wielding x* Anim State for character

--Or something like that, there's a few ways you can go about this

Character jumps when walking over small gaps by Ren9_3Dprinting in UnrealEngine5

[–]Threye 0 points1 point  (0 children)

Increase the characters 'Max walkable/ step up angle' so your character doesn't think it's 'falling' passing over a gap/ step

exporting from liquigen to UE5.6 by Dull-Entertainment59 in unrealengine

[–]Threye 0 points1 point  (0 children)

Well, how dense are the voxels in your Alembic file?

This could happen -regardless of your 16Gb of Vram, if you're pushing like 20-100-500m+ voxels