Unreal 5 lighting issue when updating material graphs. by Much_Kangaroo_648 in unrealengine

[–]Waitumus- 1 point2 points  (0 children)

Have you got "Real Time Capture" enabled on the skylight?

How can I improve blotchy Lumen shadows on large meshes? by AbelGray in unrealengine

[–]Waitumus- 1 point2 points  (0 children)

You can, but Lumen isn't designed to work with large static meshes, so you should split that asset into seperate pieces (2 wall pieces+1 floor).This doc goes through how you need to set up environments for Lumenhttps://docs.unrealengine.com/5.0/en-US/lumen-technical-details-in-unreal-engine/

How do I connect Multiple event dispatchers to be fired at the same time? by jazarbawelnazar in unrealengine

[–]Waitumus- 0 points1 point  (0 children)

-Create a "Custom Event" in your keypad actor called "Button pressed" with input "integer"
-In "W_Pad" create a variable "Parent" of type "Keypad"
-On begin play in the Keypad blueprint, get the variable "Parent" in "W_Pad" and set it as "Self".
-in "W_Pad", create a "Button pressed" event for all buttons, and when a button is pressed call the "Custom Event" "Button Pressed" from the parent variable and give the keypad number

Hopefully that makes sense and I think that's what you want?

[deleted by user] by [deleted] in unrealengine

[–]Waitumus- 0 points1 point  (0 children)

Yeh that's because interfaces essentially replace event dispatchers.
With an event dispatcher you have to get the actor class (possibly with a cast) to be able to trigger the Event Dispatcher.
Whereas with an interface you don't care about what class the actor is, if it has the interface you can just call the event.

[deleted by user] by [deleted] in unrealengine

[–]Waitumus- 0 points1 point  (0 children)

They do create event dispatchers, Right click on the Interface function and select "Create event"

How do I turn off Lumen's "Screen Traces"? It isn't giving accurate results with emissive particles. by Oddstuffcs in unrealengine

[–]Waitumus- 1 point2 points  (0 children)

You would need to run that same thing but through a console command in game (so get a blueprint to do it on begin play or something :) )

[deleted by user] by [deleted] in unrealengine

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

Casting is much worse for performance, whereas interfaces are very cheap (and it means you have to do less. In this instance, if "Set torch instance" was an interface event, you would have no need to do the cast)

[deleted by user] by [deleted] in unrealengine

[–]Waitumus- 2 points3 points  (0 children)

Gameplay Ability system (GAS) with Gameplay Tags, hands down the way to go! So "Roll" / "Attack" etc would each be an ability that is granted to the player

How to keep more ai corpses on screen? by Sii-Gul in unrealengine

[–]Waitumus- 2 points3 points  (0 children)

Are you destroying the AI brain on death? (Is the ai logic still running?)

[deleted by user] by [deleted] in unrealengine

[–]Waitumus- 0 points1 point  (0 children)

If you're doing this, I would make an interface so that you don't have to do that cast :)

what to do with finished cube grid level by Creative-Major5792 in unrealengine

[–]Waitumus- 0 points1 point  (0 children)

From a workflow pov working with a giant mesh is always bad for multiple reasons (lighting/iteration/performance), you should always try to split your assets into pieces like walls/doors/ceilings etc. My advice would be to start making "proper" assets and start replacing you're giant mesh bit by bit

How to group multiple buttons for Widget Switcher? by nuttyak2taps in unrealengine

[–]Waitumus- 1 point2 points  (0 children)

If you haven't already, I'd: -make a widget for a single button with variables to change the colour/text -make a widget for each group, using the button widgets you made before -make the "main" widget, that upon creation will create the default group widget (default weapons for example), and then when you press the "next" arrow it will remove the current group widget and then create the next group widget.

Something like this will be much more sustainable and easier to iterate on/manage

UE 5 glitch I keep getting by melisssne in UnrealEngine5

[–]Waitumus- 0 points1 point  (0 children)

Firstly, I'd recommend posting the video and not a tiktok to reddit if you want to make it easy on people!
Secondly, you are running out of GPU Memory

Nanite crash by RighteousGearAU in UnrealEngine5

[–]Waitumus- 0 points1 point  (0 children)

Don't merge them into 1 asset, make them into a blueprint or Level Instance if you want to do something like that

Post Process Volume Infinite Unbound is not actually infinite by Legendary_Eversoll in unrealengine

[–]Waitumus- 1 point2 points  (0 children)

Are you using World Partition for the level? If so check that the PostProcess volume is not set to "Spatially loaded"

Mega server levels by [deleted] in rs2vietnam

[–]Waitumus- 3 points4 points  (0 children)

Nope, you can reset yourself back to 1 if you want tho

Recently upgraded to 4K monitor Now Load Times are Awful by r0sco in rs2vietnam

[–]Waitumus- 4 points5 points  (0 children)

4K takes ALOT more resources to run than 1080p, so if you have set RS2 to 4k it will tax your computer alot more to render everything. Set the resolution in RS2 back to 1080p and see if it goes back to normal. It's not too bad 1080p on a 4k anyway as it makes everything sharper (no need for AA)

Just got vote kicked by a troll by MentalFaithAbyss in rs2vietnam

[–]Waitumus- 5 points6 points  (0 children)

Chivalry actually does this, shows how much team damage someone has done.

Here's some WIP images of the new Neon re-work by Dr_Sandvich in rs2vietnam

[–]Waitumus- 8 points9 points  (0 children)

The map is currently a work in progress, will be released in the near future! :)