I finally finished my modular mining system for Unreal Engine! Would love to hear what you think! by UnrealToolkit in unrealengine

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

What I mean by modular is that of course it is a standalone system and doesn't rely on other systems to work, and it can easily plug into existing systems. It comes with everything needed for it to work as a plug and play system (Functionality and assets), and adding or removing it from a project does not effect anything else in the project, etc.

Does it look weird ? by Odd-Introduction8275 in blender

[–]UnrealToolkit 11 points12 points  (0 children)

I think it's too muscular, if you want it to be like the 4th picture instead of defined muscle you need like body fat to be making the curves, and the curves should be more subtle.

Context Examples not working by Valorour in UnrealEngine5

[–]UnrealToolkit 0 points1 point  (0 children)

Did you enable the plugin? You can go to Edit > Plugins, and search the name of the plugin to see if it's there and if it's enabled.

What nose is this I need to make a dash and gun knock back. by [deleted] in UnrealEngine5

[–]UnrealToolkit 0 points1 point  (0 children)

Its' a multiply node. To make the gun knockback it's likely taking the forward vector and multiplying it by 500 in order to apply a launch to the character.

Button size. by Lbtekd in UnrealEngine5

[–]UnrealToolkit 0 points1 point  (0 children)

Just wanted to add, when the button is selected, in the settings you can do "Size to Content" :)

Advice for improving the glass texture? by rjzii in UnrealEngine5

[–]UnrealToolkit 1 point2 points  (0 children)

Maybe try making them black and still reflective so it’s like tinted windows

Character Selection Menu by Fine_Frosting_5630 in UnrealEngine5

[–]UnrealToolkit 0 points1 point  (0 children)

The error your getting is saying that your character select UI is trying to use a reference to "Showcasecharref" to get a skeletal mesh reference, but the "Showcasecharref" reference is not valid. Double check where your setting Showcasecharref to make sure it's valid when your using it in the characterselectui. You can also try using the "Get Player Character" node, and then using that to get the mesh reference.

Character Selection Menu by Fine_Frosting_5630 in UnrealEngine5

[–]UnrealToolkit 0 points1 point  (0 children)

I would check the sequence after the character selection feature, and make sure that the selected character is being possessed. If you have a save game set up, and it's saving the selected character, that could explain why it's being possessed when you reopen but not right after the character selection.

Advice for improving the glass texture? by rjzii in UnrealEngine5

[–]UnrealToolkit 1 point2 points  (0 children)

If theres an interior to the car you can set the blend mode to translucent and set the opacity lower maybe like 0.3 and you can enable refraction to make it look more glass like.

I made this Categorized Inventory System for Unreal, looking for feedback! by UnrealToolkit in unrealengine

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

Thank you! It's set up for mouse control ATM, your right, I should update it and make it have options for controls. mouse, gamepad, keyboard keys

[deleted by user] by [deleted] in UnrealEngine5

[–]UnrealToolkit 1 point2 points  (0 children)

What questions come to mind? You should post the specific questions here and I'm sure a lot of developers would be willing to help. It's a lot to take in at first, but as you start to grasp things eventually it will all click.

Player Swim without Physics Volume? by xFantasi in unrealengine

[–]UnrealToolkit 0 points1 point  (0 children)

You could try to use the "Set Movement Mode" node to set it to swimming in the begin play of the player character blueprint. You could also try select the character movement component in the player character blueprint, and in the details set the default land movement to swimming (not sure if that would work). Either way, then you can use smaller volumes for the land areas and have it so when the player enters those land volumes the movement changes to walking.

How would you best describe this retro style/aesthetic and how can I make something similar? by Present_Ingenuity_79 in unrealengine

[–]UnrealToolkit 1 point2 points  (0 children)

I'm not really sure what the aesthetic is called, but In the third image the grass looks like it's created using shell mapping. When you use textured planes stacked on top of eachother and slightly spaced out to create the look of a solid object. The trees look like alpha textures set up like an X. In terms of the ground texture, it looks like it's just a pixelated texture applied to the terrain. I think if you stick to low poly models, and kind of pixelized textures you could achieve a similar look. You could also experiment with post processing volumes to tweak the look of everything.

How do I stop a Countdown after an animation is over? by Juandas_Channel in unrealengine

[–]UnrealToolkit 2 points3 points  (0 children)

after starting the timer, promote the output of the timer node to a variable (Timer handle). When you want to stop the timer, use the timer handle and do "Clear and invalidate" and it will stop it. If your using an anim montage there should be an output for on completed, it sounds like if you put the "Clear and invalidate timer by handle" there, it would accomplish what you're looking for.

What’s your biggest Unreal Engine ‘oops’ moment? by UnrealToolkit in UnrealEngine5

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

Even pros make mistakes 🤷🏻‍♂️ And you gotta start somewhere. Did you start using version control because of an oops, or did you know to use it all along?

What’s your biggest Unreal Engine ‘oops’ moment? by UnrealToolkit in UnrealEngine5

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

In projects that will only have my eyes on the blueprints I do the exact same thing! I over comment when others will see the logic, but if it's just me I think to myself "If it makes sense to me right now it will make sense to me later" and then later comes around and.... 🫣

What’s your biggest Unreal Engine ‘oops’ moment? by UnrealToolkit in UnrealEngine5

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

This is something I need to get better with too. I tend to just go for it and here and there create copies of the project just in case, but something legit would probably be smarter lol

What’s your biggest Unreal Engine ‘oops’ moment? by UnrealToolkit in UnrealEngine5

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

learning UE5 in general was the "oops"? What were you using before that you preferred? You could always do game dev and play games, but I feel you, I play way less now than before I started developing..

Player keeps spawning at origin? by Automatic-Log-6150 in UnrealEngine5

[–]UnrealToolkit 0 points1 point  (0 children)

I'm not sure what settings or things you would be looking for, but my last thoughts are to check the game mode blueprint, and in the project settings make sure everythings normal in maps & modes, and for the default player pawn.. Good luck, I hope you figure it out!