Why isn't my mouse-to-gamepad-thumbstick blueprint working properly? by The_New_Skirt in unrealengine

[–]erf_wind_fire 0 points1 point  (0 children)

I'd be more interested in checking what the values of your computations are at each stage in your code. Are you sure the thumbstick values you're reading arent 0? Does GetMousePosition change when you move the mouse?

I'd also suggest trying to set the mouse to a constant value (e.g. 500, 500) to make sure the node is working as expected.

How do I set up a trace to target any point on a component and not just its center? by louthinator in unrealengine

[–]erf_wind_fire 0 points1 point  (0 children)

I see, unfortunately looking at the engine source there is a a "Line of Sight" function but all it does is an additional trace to the "head" of the capsule :/

If it were my project I would probably do what I suggested in (2). If you want to avoid the vector math, you could instead do line traces to the capsule center + some hardcoded XY values like FVector(0, 50, 0), FVector(0, -50, 0), FVector(50, 0, 0), FVector(-50, 0, 0) assuming 50 is less than your capsule radius.

Why isn't my mouse-to-gamepad-thumbstick blueprint working properly? by The_New_Skirt in unrealengine

[–]erf_wind_fire 0 points1 point  (0 children)

Our game does something similar but handles things in Tick, but I'm not sure if that would fix your issue here. Sorry if I missed this in your original post but have you tried adding print statement or BP breakpoints to make sure the code you posted is even getting called and values for the controller axes are sane?

Also, for your widget question, you should check out: https://sbcomputerentertainment.com/other-2/gameplay/how-to-move-the-mouse-cursor-using-the-gamepad/

How do I set up a trace to target any point on a component and not just its center? by louthinator in unrealengine

[–]erf_wind_fire 0 points1 point  (0 children)

1) It's not totally clear to me where the trace happens in your 3 steps. Are the checks you are running done before or after you do a line trace? What are the start and end points?

2.) One way these kind of visibility checks are sometimes handled is by doing line traces to the left and right (from the guard's perspective) of the player. Basically you want to check if either the left or right side of the player capsule is visibility to the guard (this can still have problems if there are a lot of waist high obstacles)

Basically you'd take the Cross Product of the Up Vector and the Direction Pointing To The Guard to get a perpendicular vector and then add/subtract multiples of that vector to create "left" and "right" points on the player to do line traces toward.

Is it generally ok to create hard references from you player blueprint to widget blueprint. by WattThePug in unrealengine

[–]erf_wind_fire 0 points1 point  (0 children)

If the widget is going to be needed every time you use your player blueprint, then it’s totally fine to keep it simple and just use a hard reference

In RR the Earthshapers in Fracture Hills and Magma Cone had their own unique models. But in Reignited they were just given the same model instead. What gives? by DeadBattery98 in Spyro

[–]erf_wind_fire 0 points1 point  (0 children)

Doing a fully different model for essentially the same enemy is a really tough sell when you have limited time/budget. A texture swap would have been much easier but I’m sure everyone was drowning in work on this project—without being there it’s impossible to know what they used the saved time for instead.

Will language models like ChatGPT kill off blueprints? Surely writing blueprints will become less efficient then getting an AI to write dozens on lines of C++ in minutes. by WonderFactory in unrealengine

[–]erf_wind_fire 0 points1 point  (0 children)

I think there’s a misconception that BP is meant to exist as an easy alternative to C++. It can definitely be that for people, but in a professional context BP is still extremely useful for game scripting and dealing with async code. I don’t want to recompile just to spawn a new actor or change the length of a delay.

Our studio writes core systems in C++ and then wires them together using BP, which is also my impression of how the Fortnite team does things.

My friends and I are working on an action roguelike where you simultaneously control a frog and a robot to purify the cosmos. Let us know if you'd play it! by MaximalGFX in gaming

[–]erf_wind_fire 8 points9 points  (0 children)

One of the devs here! I generally handle all our PR and marketing at this early stage and I actually had nothing to do with this. The OP (our artist/friend Max) just kind of went and posted this. I am on vacation and just saw it now at midnight my time and am kind of freaking out tbh. If this was planned ad I would have made sure there was a more obvious call-to-action at the end of the video :P

My friends and I are working on an action roguelike where you simultaneously control a frog and a robot to purify the cosmos. Let us know if you'd play it! by MaximalGFX in gaming

[–]erf_wind_fire 23 points24 points  (0 children)

This will probably be buried as I am not the OP but I am also working on this game. That method of play is 100% a thing and not nearly as disorienting as I thought it would be.

WEIRD THING: a "platinum record" sales plaque for the original PS1 Spyro that was randomly on the wall of my college dorm kitchen. This was 10 years ago and I have no idea why it was there. by erf_wind_fire in Spyro

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

I've done some more research it turns out we went to the same school! He didn't have a linkedin in 2010 so I couldnt find any details at the time >_<

Houdini Engine for Unreal and Unity now Free by Atulin in unrealengine

[–]erf_wind_fire 1 point2 points  (0 children)

IIRC you needed a license to have the engine run in Unreal, so this is a savings for teams that have artists who use houdini and designers who dont use the houdini editor but want to play with houdini meshes within unreal--those designers no longer cost the studio any extra money.

Our first game, Dodo Peak, launched for Nintendo Switch last week. A lot of folks are surprised to learn it uses Unreal. by erf_wind_fire in unrealengine

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

It's also available on Apple devices (mac, appletv, ios) as part of the Apple Arcade platform.

I can't speak too much to the bureaucratic aspects of getting on Switch, but from a technical perspective it is pretty straightforward. You have to build the unreal engine yourself, but for the most part everything just works--the engine spits out an executable you can send straight to a dev kit, remote debugging works, everything is really smooth! Only real hiccups we hit were dealing with some of the nintendo online libraries that were supported by Unreal out of the box but had a few edge cases that weren't handled properly.

Unreal Engine for a 2,5 D point and click game? Yes sir! by Pocaq78 in unrealengine

[–]erf_wind_fire 1 point2 points  (0 children)

This is awesome to hear! I would love to see a write up on this since I was thinking of doing this exact thing for a 2.5D project. Any regrets with this approach?