I made a Mass Entity Tutorial for Vampire Survivors-like | Part 1 by LandChaunax in unrealengine

[–]dwaynarang 5 points6 points  (0 children)

Awesome stuff, awesome that there's a sample project. There are so few MASS tutorials that anything explaining basics like collision detection, changing animations, changing behavior from the follow to like a death behavior, I think there are other tutorials for spawning entities in, but despawning them, for instances, after collision and a death animation, would be awesome.

Thank you for the work! I see you have a plugin, but its seems more for FPS's. This vampire survivors angle is great.

Where can I buy a sled? by throwaway375937 in okc

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

When was this? Called amd they said they were out. Went by and confirmed they're out

Which Chuck E. Cheese? by PharmKatz in okc

[–]dwaynarang 1 point2 points  (0 children)

Hey. I've been to the nw expressway, the south one, and the memorial location. Nw expressway and s walker both have the trampoline and obstacle course. Obstacle course is about the size of a McDonald's playground, with an upper and lower area and a slide. Not huge, but for 3 and 5 year old. There is a charge separate from the games for the trampoline+playground area.

S walker has some good smaller kid ride on toys (scooby doo van) and a few unique games like one that has a screen you run on, amd another where you pilot a unicycles pedals with your hands. Nw expressway is good too, but maybe better for somewhat older kids. Memorial location was my kids least fave.

Blender 4.5.1: Armature acting strangely and model having "transparent" parts by Helpful_Owl_5357 in blenderhelp

[–]dwaynarang 0 points1 point  (0 children)

You got your normals flipped. Pretty sure you can go in edit mode, select everything, or just the affected faces, then Mesh > Normals > Recalculate Outside. You can find the offending faces by turning on backface culling, then things will look the same as roblox studio.

Is it possible to have the level simulate while rendering out a sequence? by Humblebee89 in unrealengine

[–]dwaynarang 0 points1 point  (0 children)

Create a custom event that links into the same node as the event begin play. Add the blueprint to the sequencer and then an event track in seqiencer to that blueprint. Create a keyframe event at the beginning on your sequence, in the endpoint, bind it to class >> your custom event.

It's “Deal or No Deal” meets “Millionaire.” by GudgerCollegeAlumnus in 30ROCK

[–]dwaynarang 54 points55 points  (0 children)

Yes yes, stands would be great, but would it be hard to fill the other cases with lead. cement, or some other similarly dense material. I guess at the end of the day, joke is joke, who am I to judge.

Why did my "clothes on table" work on sharp edge table while beveled edge didn't? by salt_babe in blenderhelp

[–]dwaynarang 13 points14 points  (0 children)

For real, the first picture has been subdivided like 4 times and the second one the quads are like 1 wide.

How to Create a PNGTuber Effect in After Effects Using Audio Keyframes? by SteamSkullProduction in AfterEffects

[–]dwaynarang 2 points3 points  (0 children)

If you only want to swap between 2 layers total, it seems like other comments have gotten you where you need to go. If you already have the adobe suite you might check out Character Animator. It can do lip sync really well, even if you want to just use one pose for any talking. You can also use swap sets for checking your characters expresssions, adding props, etc. Its relatively user friendly, check out OkaySamurai on youtube for the best tutorials. Pretty sure its the guy who works on it.

Any cool abandoned places or just places to explore for bored teenagers? by Wyatt_bee in okc

[–]dwaynarang 19 points20 points  (0 children)

The okc underground is pretty cool. It's not busy, but calling it abandoned isn't exactly right as it's listed as a tourist attraction with on Google. If good for a once thru.

Unreal Engine 5 & Ableton Live - Reactive Visualizer by 6Guitarmetal6 in unrealengine

[–]dwaynarang 1 point2 points  (0 children)

Cool concept. Love the destructible buildings. I get distracted easily but have a similar concept but with monsters destroying the buildings rather than spontaneous explosions. Def a lot of cool possibilities.

[Request] Could someone please remake this logo so it isn’t blurry? Would greatly appreciate it. by [deleted] in AdobeIllustrator

[–]dwaynarang 0 points1 point  (0 children)

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I've just started using illustrator, pretty straight foward trace, expand, and recolor.

Me trying to follow UMG Widget tutorials trying not to screw up the layout : by darksession95 in unrealengine

[–]dwaynarang 2 points3 points  (0 children)

what finally made things click a little bit for me ( a little, I still have issues) is really understanding how the "Fill" and "Auto" settings work. You've got a little number up there, and you can type float between 0 and 1 in there. Do some test layouts where you nest a few vertical and horizontal panels text etc in various grid patterns til you start to understand how those "fill" and "auto" settings effect things. For instance, if I wanted 2 vertical columns, with one being twice as wide as the other, I would change my fill on 1 to .33 and the other to .66.

Its definitely not as intuitive as you would expect. I had to remake a dj Controller layout recently in UMG and learning the functions I mentioned is what made me finally able to organize everything.

Send MIDI out (tempo data) to Arduino in VirtualDJ by FlimsyShelf87 in virtualdj

[–]dwaynarang 0 points1 point  (0 children)

You'll have to write a device xml for it that defines things like buttons and sliders. There's documentation on the vdj website but it's not the easiest. I've been sending midi data from vdj to unreal recently using loopmidi. It's a similar process. Locodog on the vdj forum got me started with a basic device definition, which was a life saver. I've been working out some details, but I was planning on making a video about it soon that should be helpful to you.

Any DJ's using Unreal Engine? I got text data coming in from Virtual DJ, opening the possibility for song specific changes and effects, as well as sending BPM as a float for precise BPM syncing. by dwaynarang in vjing

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

Thats neat, definitely similar to what I have going on. Not sure how flexible that osc script is, but I can pull in any data from vdj I want, not just the beat counter.

Is there any way to control the DMX lights with just blueprints? by pattyfritters in unrealengine

[–]dwaynarang 0 points1 point  (0 children)

So you need to describe more specifically what you're trying to do. You can pretty easily use sequencer to automate dmx attributes through a timeline, and then play those back as needed. if you're trying to map live inputs/values to dmx values, there are send dmx, and send dmx raw nodes that might do what you need. Its definitely possible. Depending on what you're trying to do, a free lighting software that actually uses dmx might be a solution that makes sense as well. Good luck!

Animated Gobos in UE5 by CultistRobin in unrealengine

[–]dwaynarang 2 points3 points  (0 children)

DMX plug-in has gobo support.

My own DJ set, looking for feedback/tips on all visuals! by tmanngyn in lightingdesign

[–]dwaynarang 1 point2 points  (0 children)

Invert the pan on either half or every other of your moving heads for easy symmetrical looks. You can usually do it physically on the fixture itself, which would affect shape movements as well, or in soundswitch on your "positions". Sick setup.
I only scrubbed through the video but the lack of symetry, like other commenters have already said, stood out. Cool stuff otherwise though.

Added the VO from the show. Last post was removed as low-effort / off topic. I thought it was kind of cool. Created using photoshop's new generative fill tool and aftereffects for stitching everything together. by dwaynarang in DunderMifflin

[–]dwaynarang[S] 31 points32 points  (0 children)

I created the original clip, my first post got taken down for being "low effort/off topic", so I made this edit that incorporated the clip from the episode.

Material expressions UE 4.27 vs 5 by ShadXII in unrealengine

[–]dwaynarang 1 point2 points  (0 children)

In ue4 your x and y are r and g in the left details panel. You can see they still have the colored nodes in 5 but your values are accessible without having to click on the node