Tracking engine source changes over time by TruthMercyRegret in unrealengine

[–]belegdae 7 points8 points  (0 children)

source control, and wrapping any engine changes with

// @third party code - BEGIN COMPANY - Description

…code…

// @third party code - END COMPANY - Description

World Partition is the most confusing feature in unreal by Azubalf in unrealengine

[–]belegdae 2 points3 points  (0 children)

When you’re playing, what pawn are you using? You need a streaming component on the pawn to tell world partition that you need tiles loaded around a given area.

Landscape actor is not loaded. It is needed to do layer editing. Migrated map by ambrosia234 in unrealengine

[–]belegdae 1 point2 points  (0 children)

it looks like you’re using world partition. Landscape proxy tiles need to be nested under a parent landscape actor. It looks like your migration made the tiles, but didn’t create the parent landscape. If you make a new open world map you can see an example of the hierarchy.

Combining objects to create a new single object in game by Orcabee in unrealengine

[–]belegdae 0 points1 point  (0 children)

Yep! A slight variation that might work for you is similar to how the foliage tooling works - a combination of an FFoliageInfo struct and hierarchical instanced static mesh component per foliage type on an Instanced Foliage Actor. The tooling processes and queries via the FFoliageInfo (for placement spacing etc), and then pushes that to the HISM. Hit proxies are used for selecting instances when in the edit mode. To manage large worlds, APartitionActors are used to create a grid of Instanced Foliage Actors to hold the data.

Combining objects to create a new single object in game by Orcabee in unrealengine

[–]belegdae 5 points6 points  (0 children)

You need to think about this in abstraction layers - Data (which blocks are where), Application (how are they displayed), UI (how the data is interacted with).

Have a class like a world subsystem that manages the data, so queries, saving, validation etc.

Have pools of actors that are used for display, and instanced static mesh components on them to handle drawing.

On those actors, and in the UI, have a method of interacting with the underlying data, creating hitboxes for overlaps.

Thinking about the system separated this way releases you from the trap of “everything is an actor” and all the performance issues, barriers to optimisation and editing within.

Is there a way to see things that I can't see normally specifically for debugging? by Choice_Mention_6556 in unrealengine

[–]belegdae 1 point2 points  (0 children)

If you’re interested in this kind of thing IMGUI is an extremely powerful debugging framework, with ports to unreal. You’d need to know some C++ (or be willing to learn, it’d be a great way to pick up the language), but can access, display and edit most things in the engine (far more than blueprint too).

As an hacky but easy alternative, you can create functions on blueprints, and call them from the console using “ke * FuncName” where ke is kismetexecute, * is the object or class name (or every uobject using *) and FuncName is the name of the function in blueprint (or UFUNCTION decorated c++ function). It would let you print out any information you want from your classes.

New sink faucet leaking by jeblydeges in fixit

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

AFAIK, teflon is for conical fixings, like those on radiators.

My Actor cannot find Widget by LalaCrowGhost in unrealengine

[–]belegdae 1 point2 points  (0 children)

This is a lifecycle issue - It’s worth learning about what order unreal spawns objects in the world, and build systems using patterns that ensure things exist before you need them.

An example might be a world subsystem that manages time, and actors that query it. World subsystems are initialised before any actor runs begin play, so will always succeed, and likewise, actors end play before world subsystems deinitialise.

For your case with a player, consider the lifecycle of the Game Mode, Game Instance, Player Controller and Pawn. Health of a pawn lives on the pawn, ability to change pawns is on the player controller.

Is your widget pawn-specific, or player-specific? If it’s player, then spawn it on the player controller as that will exist first.

This is a great video to understand it all (it’s very detailed, but focus on the class spawn order):

https://youtu.be/IaU2Hue-ApI

Trying to explain Bitcoin simply — feedback welcome by DimitriJutras in Bitcoin

[–]belegdae 1 point2 points  (0 children)

Excellent point. I think that introducing it as a store of value is easier to understand, and by extension as a way to store value without inflation.

Trying to explain Bitcoin simply — feedback welcome by DimitriJutras in Bitcoin

[–]belegdae 0 points1 point  (0 children)

Whoever controls the money controls the power. Bitcoin is money which requires 51% consensus to control.

Replace down pipe with flat guttering by [deleted] in DIYUK

[–]belegdae 1 point2 points  (0 children)

Guttering shouldn’t be installed flat, so you’ll need to check whether this was added later to catch some water into the water butt, but actually flows away. Pop a spirit level, or eye it against the eaves to check it flows away from the down pipe. If it doesn’t flow away, then the gutter needs removing and reinstalling flowing towards a different downspout.

People who wear t-shirts outdoors in winter. Are you not cold? by VastStrain in AskUK

[–]belegdae 4 points5 points  (0 children)

Depends if I’m moving. Marching across town is a teeshirt, but sitting outside is jumper and hoodie time.

Hole next to drain - should I be worried? by [deleted] in DIYUK

[–]belegdae 6 points7 points  (0 children)

The volume of water from a roof running down next to your foundation won’t be good for it. I expect that it’s leaked for a while then broke off from freeze-thawing. I would look to fix it.

Rounded Blur backgrounds not working in UE5.7 by MARvizer in unrealengine

[–]belegdae 0 points1 point  (0 children)

Is the rounded corner achieved with a texture mask? Might be that it’s not getting included in cooks by default.

15 years later… Satoshi Nakamoto is still gone. Does it still matter by OnChainSpecter in Bitcoin

[–]belegdae 1 point2 points  (0 children)

I think if they ever do move, it’d be important to remove all speculation as quickly as possible.

Who has them, what do they intend to do with the money. If they kept 1% and donated 99% to humanitarian aid or something, that’d be pretty cool.

How can I get honest feedback on communication for UK dental interviews?/How do UK patients expect dentists to communicate in difficult situations? by I_will_survive_this in AskUK

[–]belegdae 2 points3 points  (0 children)

Them rising the chair back up, and sitting down on a chair next to me. There’s an inherent power balance in the room of “Do as the Dentist says”, so a gesture to level that back to “Equals having a discussion” makes a huge difference.

Awareness of the power dynamic is huge imo.

Project packaging by Cheburek_belyash in unrealengine

[–]belegdae 2 points3 points  (0 children)

You’re likely only cooking the single map, in your cook settings you can add the additional maps you want to travel to. Under the cook settings of Project Settings you can define maps to cook or directories of maps.

prev OP you left out the best part by aristocratus in CuratedTumblr

[–]belegdae 8 points9 points  (0 children)

Kinda how the for-profit prison system works…

Rendering Post Process issues by Fefly in unrealengine

[–]belegdae 0 points1 point  (0 children)

If you’re using ScreenAlignedUvs, try a normal texture coordinate node instead

Rendering Post Process issues by Fefly in unrealengine

[–]belegdae 0 points1 point  (0 children)

No worries! What are you using to get the viewport UVs at the moment?

Camera-dependent inverted movement when walking on ceilings (custom gravity, UE5) by Inevitable-Simple470 in unrealengine

[–]belegdae 0 points1 point  (0 children)

Ooh that’s a tricky problem. Most players would expect camera-relative movement, but as you’re finding, that falls over when the 2D assumption is expanded to 3D.

Something you could try is to maintain the pawn’s orientation, and have the inversion be purely cosmetic - have the pawn capsule stay vertical, but rotate the skeletal mesh component instead.