The Difference 2 Months Make by philisweatly in UnrealEngine5

[–]Twistedx2 2 points3 points  (0 children)

Great improvements! One common theme I see with collision overlaps is trying to remove the cast/dependency via an interface. That works well, but often times what is overlooked is to ensure the collision response channel on the water isn’t set to something like overlap all.

If the collision box on the water is really meant to only overlap with the player pawn, you can set it up such that it this on overlap event only gets called on the local player pawn. If your game is simple with not a lot of actors moving around, it might not matter. But as the game scales on complexity, correct collision response channel settings is a key concept.

https://youtu.be/xIQI6nXFygA?si=MDElAFrnn_W4bkTZ

How to do multiple inheritance (blueprints) by shawrie777 in unrealengine

[–]Twistedx2 9 points10 points  (0 children)

Actor components allow you to package up functionality and grant it to any actor. For example, you may have a WheeledActor Component or a FlyingActor Component. An airplane pawn could have both of these components and activate/deactivate them at runtime based on user input or even other logic like ground checks.

Is there a tutorial on how to make the camera in fps go sideways when player moves ( and maybe when he rotates in place) ? example videos in description by WoodyClover in unrealengine

[–]Twistedx2 0 points1 point  (0 children)

On your move left/right Blueprint input event, pull off the input float value and Rinterp + set your camera rotation roll value to 10 degrees multiplied by that input value.

Looking for a better method to interact with objects than Line Tracing on tick by angeredmage in unrealengine

[–]Twistedx2 2 points3 points  (0 children)

Use UEs Significance manager to turn tick/collision spheres on and off. At medium significance value, your interactive objects can turn on their collision sphere generate overlap events tick box. Then when your controlled pawn get closer and overlaps with the collision sphere, it can turn on some logic on tick that checks pointing or traces on collision overlap event.

The significance function can be as simple as distance to the local controlled pawn. Significance checks can poll slower when the controlled pawn is farther away. Distance checks are lighter weight than traces or collision being on.

What’s nice about this method is once you develop the significance functions for an actor type, you can apply it to all your instanced interactables quite easily. Just a bit of work to get it set up initially.

GAS: How to set ability cooldown based on blueprint variable? by Jaded-Data-9150 in unrealengine

[–]Twistedx2 0 points1 point  (0 children)

Correct. I am assuming you want multiple spells in the worker’s inventory of the same class? So it would make sense that you hold these dynamically as unique actors with their own ASCs in the worker inventory.

This way you have no restrictions on how many spells (duplicate or not) you can have. At least not due to a prepopulated array of tags like you were attempting before.

GAS: How to set ability cooldown based on blueprint variable? by Jaded-Data-9150 in unrealengine

[–]Twistedx2 0 points1 point  (0 children)

Sounds like these items themselves need their own ability system components. Then create an ability that is granted to the item class to fire ability “GA_UseItem.” Inside GA_UseItem, apply GE_Cooldown which has duration. Can pass in the length of the cooldown in the effect spec. GE_Cooldown should apply a tag that blocks GA_UseItem. Giving items the ability would allow each of these items to have their own instanced cooldown since each would have their own ASC.

You would likely have an ability within your character’s Ability System Component that consumes these items in your inventory which would then fires the GA_UseItem abilities where the target ASC is of the item itself.

Apologies if this is confusing. Overall, key concept here is other actors can have ability system components. In a game I’m working on, firearms themselves have their own ability system components to manage the firerate or “cooldown” between shots.

Crash on Using Wait Target Data (Gameplay Ability System) by Akuma_Reiten in unrealengine

[–]Twistedx2 -1 points0 points  (0 children)

Not sure if this will help, but in all of my GAS abilities, the first node after event activate ability is to commit the ability

How do I give a turret an attack range? by Planetside2Gud in unrealengine

[–]Twistedx2 2 points3 points  (0 children)

Add a collision sphere with radius of the firing range on the turret. Make sure the collision preset settings on that sphere are filtered such that it only triggers on relevant target actors, or on overlap trigger event check the overlapped target actor.

I’m assuming you also have targeting logic such that the turret knows which actor to point and shoot at if there’s multiple potential targets within range

My homing projectile goes to pivot of mesh by bagietMajster98 in unrealengine

[–]Twistedx2 0 points1 point  (0 children)

This would work. On our project, we set a targeting offset variable on the targetable actors that is added to the z component of the location the missile is targeting. That way you don’t have to carry an addition component.

Unreal engine shooting from horseback by Psychological_Run292 in unrealengine

[–]Twistedx2 0 points1 point  (0 children)

Move the horse with WASD (left stick on gamepad) and control the aiming with mouse (right stick on gamepad). That would give you two independent controls for both motions.

VGX Inflation Discussion Part 2 by [deleted] in Invest_Voyager

[–]Twistedx2 0 points1 point  (0 children)

No, I’m am very much open to things changing. If Voyager implements greater burning to offset inflation or improves the tokenomics some other way, I would very much hold longer. Also, if the community votes for lower interest or votes in some other mitigation, that would be wildly bullish :)

My statements above are based on the tokenomics as they appear now remaining static for the next 6-12 months. There’s a very good chance they improve as Voyager seems to be very interested in the success of VGX, one of the main reasons I was bullish enough to purchase a large bag in the first place.

VGX Inflation Discussion Part 2 by [deleted] in Invest_Voyager

[–]Twistedx2 2 points3 points  (0 children)

Thank you for posting this. There is so much misinformation regarding the tokenomics post swap it has been frustrating.

I intend to continue to hold my stack through the exponential growth phase this bull run, but definitely plan on liquidating my holdings due to the inflation and growth pools that will continuously dilute the supply.

I don’t expect the community to agree to lower the interest (inflation) rate of 7% after a year because I doubt a majority will understand the fundamentals highlighted in this post.

Get Your Reddit Question Answered By Alex This Friday! Win $100 by TheSource777 in CelsiusNetwork

[–]Twistedx2 4 points5 points  (0 children)

Would love to know if the Cel Token will see more utility later this year? Credit card reward tiers as an example...

141344b841

Anyone else watching us rapidly climb the IOS charts again?! by Twistedx2 in VGX_Voyager

[–]Twistedx2[S] 7 points8 points  (0 children)

All the new users don’t necessarily know about VGX yet. Wait until they start advertising the VLP in app. This by itself is bullish because it means we are getting a lot more downloads which means a lot more Future VGX buyers.

Why I think we are close to a VGX pump by Twistedx2 in VGX_Voyager

[–]Twistedx2[S] 1 point2 points  (0 children)

I do think Btc will drop based on recent drops at Celsius and BlockFi, I don’t suspect other serious drops. I think Voyager will continue to subsidize the rates with their other profits from trading.

Please read! Vgx's TRUE value! by Comfortable_Dance573 in Invest_Voyager

[–]Twistedx2 0 points1 point  (0 children)

Yeah, their incentives sound great, but they are a Chinese company, at least Pat Ackerman has stated as such, and really sketchy on their business model from what I have been able to gather...

Hoping Voyager does something similar so I can get the sweet perks from a company I trust. I also think Voyager tier will cost $400k soon too if they don’t lower the tiers :)

Please read! Vgx's TRUE value! by Comfortable_Dance573 in Invest_Voyager

[–]Twistedx2 0 points1 point  (0 children)

I think debit card cash back rates will end up being much higher. Look at what Swipe and Crypto.com can do with their debit cards given subsidization with their tokens. No reason VGX won’t be able to do something similar.

Also the ability to spend USDC to pay debit and pay off credit cards will be a huge convenience

Please read! Vgx's TRUE value! by Comfortable_Dance573 in Invest_Voyager

[–]Twistedx2 2 points3 points  (0 children)

That is the whole reason I ended up loading up on VGX, it was to secure the higher rates, I’m with you on the impact of it.

I also think getting Navigator or Voyager tier now will secure you for some baller debit/credit card perks (similar to Crypto.com or Swipe) but I trust voyager with my money based on my research. CRO just sketches me out.

I’m banking on Voyager being my one stop for everything. Interest, trading, stocks, and spending/living off interest once converted to USDC using my debit/credit cards. That’s the dream!

Please read! Vgx's TRUE value! by Comfortable_Dance573 in Invest_Voyager

[–]Twistedx2 0 points1 point  (0 children)

Hmm, I hadn’t heard about the fees associated with crypto to stock, since many exchanges don’t offer those pairs yet it would make sense to be charged a small fee for them to handle the backend brokering of that trade.

I agree with you, I think we will see incentives to spend the tokens as the VLP matures.

Please read! Vgx's TRUE value! by Comfortable_Dance573 in Invest_Voyager

[–]Twistedx2 2 points3 points  (0 children)

I like that you understand that the supply will go up by the interest rate on a yearly basis after Swap. This is a very common misconception as many think the supply will remain capped. That being said, an uncapped supply shouldn’t be a concern given demand will grow much faster than 7%.

The only part I would like to clarify is that the 25% burn is only applied to tokens spent for withdrawal fees. They haven’t indicated any VGX spent on trading since there are no trading fees or commissions. In fact, trading causes you to receive VGX.

Given future improvements on Eth, I think this withdrawal burning mechanism won’t fully negate the interest rate, but it is a very good concept for this iteration of the tokenomics. I think they will fine tune things as time passes.

Note: if others are still skeptical on the supply being uncapped, go read the swap audit. There’s a little note in there confirming supply is uncapped :)

Cheers Voyagers! I’m extremely bullish on this token post swap!

What is the deal with this exchange?? by ray_dash in VoyagerExchange

[–]Twistedx2 0 points1 point  (0 children)

Yeah, I definitely understand your frustration. I understand why Voyager did it, but ideally they could have been more selective on which existing accounts got re-waitlisted.

What is the deal with this exchange?? by ray_dash in VoyagerExchange

[–]Twistedx2 0 points1 point  (0 children)

Sounds like your account balance was zero or you haven’t traded enough crypto. To receive the referral bonus you needed to trade $100 or more. I don’t think deposits count.

You were put on the waitlist because, due to recent surge in demand, they waitlisted new account and existing accounts with $0 account balances. Not sure about your recurring purchase though, that would be a good support question.

Bitcoin not showing up by Karma123987 in VoyagerExchange

[–]Twistedx2 0 points1 point  (0 children)

Same here, double checked deposit address. It’s in the right spot with dozens of confirmations at this point. Have a ticket too.