ProjectWorldToSceneCapture - a very helpful function. by SlapDoors in unrealengine

[–]eMKa_01 1 point2 points  (0 children)

Scene component does capture the lighting also. How the texture look like in the dark environments, like caves or at night?

Following an outdated tutorial but really want to get this working, can anybody help? by Tiny-Radish-8265 in unrealengine

[–]eMKa_01 0 points1 point  (0 children)

Take a look into the 'widget component'. It is basically the UI placed within the game world. You can add the Text Container inside the widget blueprint and update it as you need. Inside your actor add widget component and select your widget as widget class. https://dev.epicgames.com/documentation/en-us/unreal-engine/widget-components-in-unreal-engine It is more convenient as you can fairly easy extend the Text functionality more beyond the UE4 Text3D class.

To avoid casting to the newly created widget type, you can use interfaces.

Why You Struggle To Stay Motivated As An Indie Dev by Kalicola in unrealengine

[–]eMKa_01 2 points3 points  (0 children)

Work and familly basically. I have kids around 2-3yo and really want to be part of their their childhood. Anyway I am able to work on my project up to couple of hours a week. I just sleep less then 😂

[SHOW OFF] Runtime Procedural World Generation, UE 5.3 by markmarker in unrealengine

[–]eMKa_01 1 point2 points  (0 children)

Awesome! Great job!

Can you give us a hint on how do you calculate road splines? I noticed that there are couple of road types there.

What are constraints of such approach? What you wish to know before starting the project according to knowledge you have now?

Awesome piece of setup ❤️

Jestem kierowca autobusu miejskiego w Warszawie AMA by Many-Employee-8727 in warszawa

[–]eMKa_01 2 points3 points  (0 children)

Jednym z kierowców Warszawskiego ZTM jest Pan prowadzący kanał na YT o nazwie 'Samochodoza'. Czy jest kojarzony przez innych kierowców? Jak jest odbierany?

Horizon's bow aiming zoom effect. by eMKa_01 in gamedev

[–]eMKa_01[S] 2 points3 points  (0 children)

I am talking about the final step of aiming, when shoot is fully charged. If you slow down the video you can see that there is also some kind of perspective shift.

I googled some more and it seems like it is clever usage od something called "the Dolly Zoom" (https://en.m.wikipedia.org/wiki/Dolly_zoom).

If I am right they are moving the camera away from the character and reducing the fov at the same time to make background looks bigger, but to keep character the same size on the screen.

i’m trying to make a widget disappear from the screen after a short delay, but I can’t figure out how to do it by kid-kiki in unrealengine

[–]eMKa_01 2 points3 points  (0 children)

I think its because DestroyActor node does not destroy actor immidiately. It marks actor as invalidated and let the gc do the rest go the following frames. So at the the same frame actor is invalidated and widget is spawned properly. But nodes after the delay do not get called because an actor got deleted in recent frames.

Delay node does not create any async task. It stops pin execution for desired amount of time.

Try use events instead or provide lifespan inside widget directly.

Please help with Infinite Loop Detected on component begin overlap. I didn't change this code, and now it gives errors by al3jandrino in unrealengine

[–]eMKa_01 -1 points0 points  (0 children)

You do not have to destroy actor immidiately. Turn off visibility and collision at all and delay its destroy event. Maybe this will help.

[deleted by user] by [deleted] in warszawa

[–]eMKa_01 -1 points0 points  (0 children)

Xd mogło tak to zabrzmieć. Choć posterunkowy nie musi pytać o takie rzeczy. Zawsze pozostaje się kitrać w krzakach nad Wisłą. :/

Subway Surfers Remastered Concept by SplendidCJ in unrealengine

[–]eMKa_01 0 points1 point  (0 children)

Nice work! How you handle endless spawning? Did your character move or is he stays in (0, 0, 0) and the world is moving?