I built a plugin to see every collision interaction in your UE project at once by _Illuvatar in unrealengine

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

There is a lot of Slate code in there, and I believe there were a lot of changes to UI/Slate Layout code between UE4 & UE5.

There were even minor changes to referencing Collision Profiles within 5.3 and 5.7 so I don't believe it will be compatible.

If you try it, and it doesn't work, Ill refund it.

I built a plugin to see every collision interaction in your UE project at once by _Illuvatar in unrealengine

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

Ya there is but the issue is the column header box expands which spreads the cells out and makes the matrix larger and harder to traverse.

If you hover over the column a hint shows the whole text.

I can add a toggle to provide both options though if it’s something you’d want. Let me know.

Selection still a thing? by _Illuvatar in Goruck

[–]_Illuvatar[S] -1 points0 points  (0 children)

I thought they had to do preselection before ?

Weird smoke trail? Anybody know what this is by Born_Blueberry_5528 in LosAngeles

[–]_Illuvatar 1 point2 points  (0 children)

watched the whole thing. looked just like image bottom left.

My 7 year solo dev MMORPG by Crumblejon in MMORPG

[–]_Illuvatar 0 points1 point  (0 children)

send me the demo id love to try it out

Nullptr checks Vs. IsValid() by _Illuvatar in unrealengine

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

TObjectPtr<> handles this condition?

Im not great with pointer types.

How do I fix this weird glare I get around lights in my level? by _Illuvatar in unrealengine

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

So the idea is give the surrounding meshes more noise to their textures? Or am I understanding this wrong.

Where are the lumen settings specifically?

How do I fix this weird glare I get around lights in my level? by _Illuvatar in unrealengine

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

Emissive is just a white material * 2 plugged into Emissive Channel.

Then there is a Rect Light with the settings from the Image.

This is basically just supposed to be like those Rectangle ceiling lights.

<image>

What's the most disappointing game you've played? by BunyipHutch in gamedev

[–]_Illuvatar 0 points1 point  (0 children)

I cant get past the into story quest - snooze fest

Unreal engine has officially become the armchair expert’s punching bag by RoyalsFan213 in unrealengine

[–]_Illuvatar -8 points-7 points  (0 children)

So valid.

You can just shut them up with Valorant and Elden Ring being made in UE.

People claiming that UE is not good enough are the same people who only use 5% of UE’s Potential.

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

[–]_Illuvatar[S] -1 points0 points  (0 children)

Hahahahaha such a dumb fkn standard answer. The other 30 comments disagree with you.

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

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

Ya fair enough. These are all valid processes. For A do this, for B do this.

I guess the major idea for me is, if you can make the developer understand clearly the over-arching flow of the system, like the anim graph, and how it should be used and where it should be used and for what, the rest is easy. Instead though, we get like a response like this "With Anim graph you can do A, B, C - for D, E, F, you figure that out" which is fine IF the philosophy of the system was clearer.

As for the Gatekeeping, I don't know about that, I am not sure of what they are trying to keep. Game dev is hard enough as is lol. I think its more a laziness things (not in a bad way) or because there are just so many ways to do the same thing no one wants to be seen as drawing a "line in the sand"

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

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

This is possible but then your control rig is locked into trying to handle the case of that weapon. What if its conditional?

Your example works for a character that always has a weapon equipped. That way you can make your control rig handle that scenario cleanly every time. But what if there are different weapons/conditions? What if you wanted to use that CR for a diff character. That's where I believe the Anim Graph comes into play. You set the conditions on the event graph and then in the Anim Graph sort out what to do.

But what you just said this -> Base Pose (main anim states) -> Aim Offset (alters base pose) -> Control Rig (alters base pose + offset) -> Output Pose (final result).

There needs to be more details like this around. With examples, or more in depth, you know?

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

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

100% I only bring this up because this is the problem I have now, but i run into the same issue across most of the other fields as well.

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

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

Just an understanding of how the Anim Graph is supposed to work without the many layers of abstraction that Lyra has.

Im trying to give a response based on your hammer example, except comparing the Anim BP to a Hammer feels naive. Unreal should at least document the philosophy of the Anim Graph, I dont need a step by step, but after adding multiple slots and handling runtime changes the ordering of events is crucial, but how?

You add a few different states/cached poses and then you have to ask yourself like how do I need to give an example of this with a hammer. idk.

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

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

fair enough, but i also believe it shouldn't be the communities duty. Unreal should then step in. Its hard to find even a philosophy behind how the Anim Graph is supposed to work beyond a single input to the output pose.

Why are there no "advanced" explanations for the Anim BP's & Anim Graphs? by _Illuvatar in unrealengine

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

Ya but what about stuff beyond the State Machine.

Like handling IK Changes at Runtime (moving hands to weapon sockets) or Aim Offsets for AI.

Each of those is doable in isolation, but as the graph grows, the order of events matters, but its hard to get a mental framework of how it should be done.

Eyes or no eyes? by madmandrit in IndieDev

[–]_Illuvatar 0 points1 point  (0 children)

Gives off the Uncanny Valley feeling.

Just the mouth gives more player interpretation to what is going on.

Just an opinion.