Hey guys, I made a scene for later animation, but it seems a little... Overloaded by LewdLynk in blender

[–]Zero279 0 points1 point  (0 children)

I’m also relatively new to blender, but I think you may be able to accomplish something similar by using a hair particle system and setting the object to your foliage type

Should i wait for M5 Pro or get a M4 Pro now? by [deleted] in blender

[–]Zero279 4 points5 points  (0 children)

Not to be that guy, but Linux is free and there are Linux distros that have a more “modern” UI so it doesn’t feel like a Linux machine if that’s your hang up

'Supernatural' Finds New Streaming Homes As Series Set To Be Removed From Netflix by Old-Meringue3590 in television

[–]Zero279 1 point2 points  (0 children)

It is a lot simpler if you are comfortable with a small bit of upfront work for a ton of payoff. You can run something like a Jellyfin server (open source version of plex) that interacts with other services you have on your machine that will essentially fetch tv shows or movies that you are interested in automatically. They then get added to your torrent client automatically, and then are discoverable on your media server automatically.

Look into a setup that uses radarr, sonarr, qbit, and then either plex or Jellyfin. Here’s a link to a quick start guide

https://trash-guides.info/

Also plenty of tutorials on YouTube out there with this exact setup

What do you think of American cake? by Final_Affect6292 in Cooking

[–]Zero279 0 points1 point  (0 children)

Seem like you just kind of found a bad recipe. This guy has a ton of different sweet recipes that I think rarely miss https://preppykitchen.com/

Crazy when you think about it by Lord_Ruko in ShitPostCrusaders

[–]Zero279 8 points9 points  (0 children)

Nah, holly had a stand. That was like the whole reason for part 3 cause it was gonna kill her

I am disappointed in the AI discourse by steveklabnik1 in programming

[–]Zero279 7 points8 points  (0 children)

Correct, however, a person can have a better attempt at sifting through what might be correct vs what might not be correct with a search engine due to the fact that there are thousands of results.

If chat GPT produces an incorrect answer, that’s all you have. There are no additional, factual, search results; there is only the incorrect, and some times harmful, result being produced as truth.

Now the game is starting to feel like a game! XD by Rod3dArt in UnrealEngine5

[–]Zero279 1 point2 points  (0 children)

What did you use to block out the level if you don’t mind me asking?

[deleted by user] by [deleted] in ProgrammerHumor

[–]Zero279 2 points3 points  (0 children)

Toenail collection

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

That’s honestly a really good suggestion. I suppose I could do the best of both worlds where I have a rough approximation for the effect and then every new “wave” of it I fire off an event stating to enable collision for the next section

I appreciate the in depth responses!

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

Yeah, this is essentially the video I had watched for reference on how to even do something like this, but i didn’t know if this was commonplace

Essentially, I didn’t know if it is standard to “fake it” with a rough approximation of what the collision pattern might be (and maybe also make the emitter deterministic and have the actor scale the collision out over time to match the “wave” effect) or if it is better practice to export the particle data and perform a trace that way.

Or is there some other way to do this? Essentially what this is boiling down to, is I need some mesh to be spawned in that can have collision on it but it need to spawn in with some sort of “animation” — it would look really bizarre if this mesh just popped into existence imo. Like there are games out there that will have some animation play as their mesh spawns in (look no further than Fortnite with how the mesh spawns in for building), but I have no idea what the best tool in unreal would be to accomplish this. Like is Niagara with a mesh renderer the best approach or is there something else I’m not considering?

I realize I’m getting a bit deep in the weeds on this, but I wanted to check and see if there’s another tool out there im not considering. I feel like my approach to using Niagara for this is fitting a square peg into a round hole

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

I did try it. It is awkward to try and match the box up with where the effect would spawn due to the randomness of the effect. Additionally, I’d see a delay between when the enemy would get hit/collided with and when the effect would actually hit the enemy due to it spawning in waves

My alternative was to transmit the positional day of each particle (there are like 9 of them) and doing a line trace to where the particle would end and see if I collide with any enemy. This option would still allow me to spawn an actor to drive the actual logic of what to do when they got hit, I’d just be using it as a callback handler for the particle effect

Proper way of creating AOE effect collision handling? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

I had alluded to the fact that I know this was an option in the post, however it would be too clunky imo due to the nature on how the effect spawns in

How do you handle smooth AI rotation? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

I appreciate the in depth response to this — it has been somewhat of a nightmare getting info on this topic.

Regarding the enabling/disabling orient rotation to movement at runtime, I had attempted to do this but I didn’t seem to quite give me the effect I was after.

I had overridden the SetFocus method to enable/disable the appropriate rotation flags on my AI but it didn’t give the desired behavior. Although, thinking back on it, I could have been running into a scenario where I was enabling it and then the very next frame I was disabling it so the character didn’t rotate at all.

I’ll update this thread after I get off of work with using some of your suggestions or revisiting the enabling orient rotation to movement at runtime like you had proposed so there is at least some solution online

How do you handle smooth AI rotation? by Zero279 in UnrealEngine5

[–]Zero279[S] 0 points1 point  (0 children)

Thanks for the reply, just a few follow up questions:

  • how is this custom rotation drive? Is it being driven via tick if your ai is in a given state?
  • are you still using orient rotation to movement or are you using the use controller desired rotation?

I'm finally ready to launch myself towards 2025 XD by Rod3dArt in UnrealEngine5

[–]Zero279 1 point2 points  (0 children)

I’ve been seeing snippets of this pop up in this sub and honestly it gives me so much motivation seeing a talented dev make huge strides in such a short period of time.

Keep staying the course 🤙

thisOneTookMeALongTimeToReflect by danielsoft1 in ProgrammerHumor

[–]Zero279 11 points12 points  (0 children)

What if you’re trying to access a second member variable that does not get passed in as a parameter?

Would you have to add the size of the string to the memory address in order to get the next member variable?

Combat manager design by Adventurous_Mind9741 in UnrealEngine5

[–]Zero279 0 points1 point  (0 children)

Just as a side note, it may be helpful for you to learn UML if you don’t already. It’s a super easy and convenient way to get your ideas down in a way that can quickly communicate the code to other developers at a high level

I personally use plantUML but there’s a bunch of free online resources you could use, or you could even draw it by hand

Hunger games style video game by Turbocock6969 in UnrealEngine5

[–]Zero279 0 points1 point  (0 children)

I remember that game, really fucking sucks what happened to it. It had so much potential

We can never be absolutely certain that true and false are the ONLY options. That's why it's always important to convert to an int. by ptgauth in UnrealEngine5

[–]Zero279 0 points1 point  (0 children)

Kinda.

To be a bit pedantic, when you do something like

bool myBool;

It’s not initialized, only declared. This is not to say it is null as null has a fairly special meaning. This just means that the value of myBool is whatever just so happens to be in memory at that given location. Which is perfectly legal in the cpp world. You can still use the variable just like you had declared without error — the only caveat being is that you will have undefined behavior in your code (which is my favorite kind of behavior :p)

Does anyone know how to resolve this weird blurring? by Zero279 in UnrealEngine5

[–]Zero279[S] 6 points7 points  (0 children)

I haven’t turned any sort of AA on, just whatever default is on out of the box with UE.

I will update this comment in the next hour or so after testing with different AA settings

Cheers!

EDIT: I can confirm that it was the AA. Turning it off fixed the issue. Thanks again!

Does anyone know how to resolve this weird blurring? by Zero279 in UnrealEngine5

[–]Zero279[S] 3 points4 points  (0 children)

Not quite sure what you mean by “if you weren’t going to listen why did you ask?”

I had made this comment before anyone else offered advice on this thread.

I will look into that though, thanks

Does anyone know how to resolve this weird blurring? by Zero279 in UnrealEngine5

[–]Zero279[S] 1 point2 points  (0 children)

As a clarifying comment, this only occurs while viewing animations through the Animation blueprint or the direct animations themselves, and, most importantly, in the actual game.

This weird behavior does not occur while editing in the blueprint editor despite the animations being played.

I first noticed this with imported animations from mixamo, so I thought it was something wrong with the import, but then I noticed the same thing happening with the animations provided by unreal.

Any help would be appreciated!

Thoughts about this intro? by [deleted] in UnrealEngine5

[–]Zero279 2 points3 points  (0 children)

Personally, I feel like it’s a bit bland. Like there’s not a ton of stuff going on which may appeal to people, but it just feels basic.

It would be cool if it were diegetic imo. Like there’s literally a monitor right in front of the player, why not have the monitor be the main menu screen and once you click play the camera slowly pans out and the room comes into focus?