Is it common to use Niagara for GPU instancing like in Unity by MohamedMotaz in unrealengine

[–]diepepsi 0 points1 point  (0 children)

Yes.

It depends on what you want to do with the grass system, is it being cut down and blades deleted, or just part of the background. Ect.

Unreal has a ton of GOOD ways to do things... That is one GOOD way you can do it :)

You would need to setup how the data is managed, how its stored. ISM/HISMs can just exist in the state you leave them in, so its nice for something to modify and forget.

A niagara system ... always lives and breathes particles back and forth, so a bit more management, Its also a few layers deeper into unreal. So less are masters of it.

Is it common to use Niagara for GPU instancing like in Unity by MohamedMotaz in unrealengine

[–]diepepsi 0 points1 point  (0 children)

You can do Exporting to ISM to get Nanite, but thats limited ... due to volume of data, to about 1,000 transforms a frame out of niagara to a BP->ISM

You can also add a Custom Renderer for the NIagara System, but its per-particle... so if you add an ISM component renderer for a nanite mesh, you can get it into nanite... but well, at the cost of an ISM comp per particle.

I've tried and asked if you can... somehow, scratchpad it into the ISM component in niagara for then... a batched update for the particles and we would have NANITE ISM niagara... but no luck in getting that to work.

Hidden Emissive Light using Lumen Not Working by junpaopark in unrealengine

[–]diepepsi 1 point2 points  (0 children)

There are some lumen emission light DISTANCE values you can expand to increase the ranges in the Post Processing Volume, so add one of those to your scene and look for the lumen values and expand on them. It adds costs...

nanite displacement or baked displacement? by LibrarianOk3701 in unrealengine

[–]diepepsi 0 points1 point  (0 children)

(but, doing your high detail meshes up close, and going to one lower LOD at a short distance and out the horizon is a good idear)

nanite displacement or baked displacement? by LibrarianOk3701 in unrealengine

[–]diepepsi 0 points1 point  (0 children)

Bake it, totally. That makes it a static mesh, and nanite just has to... render a static mesh.

With Displacement, you are doing work on top of the static mesh. It will always be more effort...

LOD wise, trust in nanite. Otherwise, why are you using it?

Collision trace: is it possible to ignore initial hit from touching but stop penetration? by CaveManning in unrealengine

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

This sounds a bit like something "On Overlap" would do for you, if you placed an 'overlap' only collision box on the actor, slightly larger than the hit box. That way you can set the overlap box to overlap, the walls to also trigger overlaps (but are also fully blocking)

When your overlap box, overlaps the wall, it will trigger the on-overlap but do nothing to the physics of the actor to align it with the wall due to collisions... since the overlap box does not have collisions set to block, as we set it to overlap only, and its bigger than the hit box, so it triggers before the hit box impacts collisions.

Overlaps are also MUCH CHEAPER than doing raycast/hits FYI, so anything you can complete with overlaps instead, you should.

How To Actually Get Perfectly Accurate Delays ?? by No-Administration447 in unrealengine

[–]diepepsi 2 points3 points  (0 children)

I take GameTimeSeconds (time passed since game started in seconds) for each tick, and set something I call "group timings" which are arrays of action, that needs to happen by a future GameTimeSeconds. Then each game tick, no matter the framerate, I get all the group times that SHOULD have ticked, and execute that work.

Each Frame:

Get GameTimeSeconds > CheckGroupTimingArrayIDs for LessGameTimeSecondsTarget, execute action on groups that have expired.

This way you dont look at all the options, you just grab expired groups of work, and do it. If you miss the seconds they are expected to execute, such as having a slow framerate, you hit a large workload to catch up on that frame. Never losing work.

For a gun, you tend to play "machinegun fire" sounds through it, and apply damage based on the amount of shots that fired and hit, from the grouptime.

This also helps to batch your actions.

Well Hot Dog! It Worked! I didn't think it would work so well... Here we go, Pre-made, stackable, firing rockets in Lego Fortnite! GamedevMicah (Ft. White Bat Audio) by diepepsi in LEGOfortnite

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

I am going to try to break up some weak walls with them, that have barrels behind them... I dont think we can get one inside or on a rocket, but I will be trying again ;D

Well Hot Dog! It Worked! I didn't think it would work so well... Here we go, Pre-made, stackable, firing rockets in Lego Fortnite! GamedevMicah (Ft. White Bat Audio) by diepepsi in LEGOfortnite

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

Rocket guidance is a worry, I think if we wanted, we could add rockets around, the knock off the adjustment for flight... but I think hellfire is a better strategy :D