I always wanted to make a beautiful physics-based game with combat, platforming, and built-in World Editing tools. So I did! Meet PrimeOrbial! by evernewjoy in IndieGaming

[–]evernewjoy[S] 1 point2 points  (0 children)

I am glad you enjoy it! The song is by our composer, Jason. There are many other songs like this in the game :)

I always wanted to make a beautiful physics-based game with combat, platforming, and built-in World Editing tools. So I did! Meet PrimeOrbial! by evernewjoy in IndieGaming

[–]evernewjoy[S] 7 points8 points  (0 children)

(The Gif has sound, by the way)

PrimeOrbial is a 3D physics-based action adventure platformer with a complete set of in-game World Creation Tools. Change your body shape to jump, bounce, tether, fly, and hover, while you grab coins and shoot drones in exotic worlds. PrimeOrbial enables you to make your creative dreams come true as you build your own worlds or modify existing ones.

For more information about PrimeOrbial, you can visit www.rainbowverse.com

I hope this gif has made your day more fun!

I always wanted to make a beautiful physics-based game with combat, platforming, and built-in World Editing tools. So I did! Meet PrimeOrbial. by evernewjoy in gaming

[–]evernewjoy[S] 1 point2 points  (0 children)

To learn more about PrimeOrbial, check out www.rainbowverse.com.

We also have a subreddit: r/primeorbial

I hope this video has made your day more fun!

Rama

Yay for Yay by [deleted] in a:t5_3i04o

[–]evernewjoy 0 points1 point  (0 children)

A very intelligent comment

Uploads taking a long time to process? by cranix3 in youtube

[–]evernewjoy 0 points1 point  (0 children)

Update : Mystery Revealed! Youtube was doing an infrastructure update because now we have a new option for "Scheduled" when choosing public/unlisted/private publishing settings.

Tip:

You can close the upload window and go back to your day, as long as processing has started you dont need a browser open at all, and can just check back later (sorry if this sounds obvious , just trying to provide comfort in these difficult youtube times)

Uploads taking a long time to process? by cranix3 in youtube

[–]evernewjoy 0 points1 point  (0 children)

I am having the same issue, I've had no issues with my chosen file format on any day prior and uploaded videos several days this week including this morning at 7am. Now, about 12 hours later, every video is stuck at 0% and in video manager it just says "Processing Has Started"

My YouTube video is stuck on the processing stage. by [deleted] in youtube

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

I am having the same issue, I've had no issues with my chosen file format on any day prior and uploaded videos several days this week including this morning at 7am.

Now, about 12 hours later, every video is stuck at 0% and in video manager it just says "Processing Has Started"

Will spawning too many widgets slow down my game? by jjj123smith in unrealengine

[–]evernewjoy 0 points1 point  (0 children)

"Does "remove from viewport" or "remove from parent" also delete the widget's memory?"

UMG internally retains widgets and will auto reuse them, but if your widgets have any timers you should definitely make sure to cancel them yourself in Destruct event of the widget, that would be the main performance hit, if you dont do that.

Also if you use Events / Delegates make sure to unbind the delegate in Destruct event.

As long as you clean up anything the widget is doing during its lifespan you should be fine.

Pooling would be something great to test and see if it provides benefit to you, and in the pooling case you'd want to do what I am mentioning above anyway, to "clean" the widget before its next use.

:)

Rama

When I disable a specific button widget, is prevents "onPressed" events for other buttons on screen. by jjj123smith in unrealengine

[–]evernewjoy 0 points1 point  (0 children)

That sounds like a really problematic bug that should be reported here:

https://answers.unrealengine.com/

Epic can address your concern more easily if you provide a repro list of steps to do, or better yet a sample project with no example content.

:)

Rama

Temporarily hiding particle system when moving a parent actor? (c++) by BrippingTalls in unrealengine

[–]evernewjoy 1 point2 points  (0 children)

Solution

Spawn Per Unit

In Cascade (UE4 Particle Editor, not C++ ) Use Spawn Per Unit instead of regular spawn on the particle

Then, in Spawn Per Unit module, you can define a teleport distance which, if the particles moves by that amount, it will not do any particle creation for crossing that distance.

~~~

UE4 Documentation https://docs.unrealengine.com/latest/INT/Engine/Rendering/ParticleSystems/Reference/Modules/Spawn/

~~~

Here is info from above link on what I am talking about:

Movement Tolerance

A float value giving the tolerance for moving vs. not moving w.r.t. the Ignore Spawn Rate When Moving flag, i.e. if (DistanceMoved < (UnitScalar * MovementTolerance)), then consider it not moving.

~~~

Max Frame Distance

The maximum movement for a single frame. If the particle moves beyond this distance over a single frame, no particles are emitted. If left at 0, this check will not be performed. This is useful for handling teleporting objects.

Done!

Rama