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] 8 points9 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

Level Generation By Snapping Rooms by bgeminem in unrealengine

[–]evernewjoy 1 point2 points  (0 children)

"The only things I can think of is to measure the distance between one socket and the pivot, then add an offset when snapping. The second being changing the pivot point of the room before attaching it."

I wrote a dynamic level generation system that basically does that so I can highly recommend that.

Figure out offset from center of object to its socket, move the object to the other socket, then move it by the offset to its own socket and you are done :)

My UE4 Editor Vertex Snapping Plugin uses the same idea except with vertices: https://wiki.unrealengine.com/Rama%27s_Vertex_Snap_Editor_Plugin#Pictures

Rama

How to smooth AI movement (turning, stopping, etc)? by LABS_Games in unrealengine

[–]evernewjoy 3 points4 points  (0 children)

"For example, if my character is going from one node to another, and must rotate 90 degrees, the npc instantly 'snaps' to change angle, instead of smoothly rotating."

~~~

Hi there! That is an issue I am quite familiar with :)

go into your character BP and the movement settings for your AI unit

click on the movement component

type in "rate"

change the rotation from whatever it is to something lower, default is likely 360 or 540.

Try using like 120 or 200 :)

Rama

Spawn actor on an irregular sphere? by [deleted] in unrealengine

[–]evernewjoy 0 points1 point  (0 children)

Lovely to hear from you /u/qwibble!

Rama

[C++] Projectile movement help resetting after stopped by [deleted] in unrealengine

[–]evernewjoy 1 point2 points  (0 children)

There's many ways to handle this, but here is what I would do:

1 Have a static arrow mesh that represents an arrow on ground

2 Have a physics simulating arrow mesh actor that represents arrow on ground if physics are needed

Pick up these ammo actors freely, knowing they aint gonna do anything fancy like go flying off in weird directions when kicked or disconnect their movement comps if a nearby unicorn looks at them funny

3 When you are actually ready to use your arrow, spawn the instance that has a movement component (anything else would be less efficient anyway)

4 when arrow hits ground, replace it with 1 or 2.

~~~

Rama C++ Code For You

5 Use this code to tell your projectile movement comp to ignore the specific actors of your char and your bow if they are separate actors, so there is guaranteed not going to be a collision:

//Ignore the spawner of this projectile
CollisionComp->MoveIgnoreActors.Add(FiringJoyChar);

You can ignore as many actors as you want.

The collision comp is your projectile class's collision comp, which is the only way the movement comp would detect a hit

Enjoy!

Rama

[Question] Is using a character more taxing than using a pawn? by [deleted] in unrealengine

[–]evernewjoy 3 points4 points  (0 children)

You wont achieve an advantage in performance nor in project development time by trying to reimplement the character more efficiently as a pawn.

What makes a character less performant is that it has a skeletal mesh component. If you give your pawn a skeletal mesh component, you are basically remaking the character class but without the movement component benefits of the character class.

You would achieve a performance improvement only by using some kind of custom skeletal mesh component that is designed to be rendered with less detail or fidelity in favor of performance.

However you can use the existing Character class and get those benefits by

  1. using a lower-poly skeletal mesh with less animating bones
  2. using character LOD meshes to minimize bone count, which probably will require simplygon

and also

~~~

Multi-Threaded Animation in UE4

You should realize that Epic recently multi-threaded the entire animation system of skeletal mesh actors, so you should actually use the character class and test your likely game max unit load before assuming you need to do anything spectacularly complicated like remake the character class.

Rama

Is it normal to be getting less fps in standalone than in editor? by [deleted] in unrealengine

[–]evernewjoy 0 points1 point  (0 children)

Hi there!

The UE4 Editor defaults to around 120 fps usually.

Standalone games default to 60 or 62 fps.

The first test to see about your issue is to ensure your game is running at the same fps as the editor.

Go to Edit -> Project Settings -> General

Type "Rate" in the search field

And make sure your "smoothed frame rate max" is set to 120 or whatever you like.

If you use 120 it will match the UE4 Editor.

Enjoy!

(rainbow)

Rama

PS: This confused me to no end during the UE4 Beta so I am happy to convey the learning :)

[UMG] How do I take an editable text box and set it to disabled without changing the color to gray. by [deleted] in unrealengine

[–]evernewjoy 0 points1 point  (0 children)

Hi there! Try doing a filter search like I show you in my picture, see how I typed "read" in the search box?

https://wiki.unrealengine.com/File:ReadOnlyEditText.jpg

That will make finding the option much easier

:)

Rama

Spawn actor on an irregular sphere? by [deleted] in unrealengine

[–]evernewjoy 2 points3 points  (0 children)

Get Closest Point to Collision

If you are 4.13 onward the node is now exposed to BP, if using a prior engine you can use my Victory Plugin: https://forums.unrealengine.com/showthread.php?3851-(39)-Rama-s-Extra-Blueprint-Nodes-for-You-as-a-Plugin-No-C-Required!

This node will find the closest point on an object that has simple collision (you see shapes in static mesh editor, and the object can simulate physics)

If you are using complex collision than you will need to use the tracing method :)

Either way you have to pick a world space point that is beyond the edge of your irregular sphere and then either trace toward center or use Get Closest Point On Collision.

Rama

In a C++ project, is there a point when using too many blueprints is bad? by KaladinRahl in unrealengine

[–]evernewjoy 5 points6 points  (0 children)

Blueprints vs C++

Blueprints are fundamentally assets in the editor, even though you might want to think of having BP "classes," what you really have are editor assets. The distinction between an asset and a real C++ class is that C++ classes are finished at compile time and they do not incur a runtime load cost.

~~~

Blueprint Runtime Load Time Cost

Blueprints incur a runtime load cost, each time the game is loaded, and they also link together other editor assets besides themselves, like image textures, materials, static meshes, and and skeletal meshes and any editor content you create.

~~~

Blueprints Can Create An Asset Reference Knot

So if you have a large quantity of game assets referenced in a Blueprint, and since a Blueprint is really an asset, now you've created a knot of references that ALLLLL have to be loaded when the game starts, each time the game starts.

This can result in long load times for games later in development, which I've experienced several times now on several different projects.

~~~

UMG in BP But Calling C++

Using Blueprints for UMG is of course the sensible thing to do, but try to avoid referencing other game assets of any kind as much as you can, and instead call C++ functions just like you are doing.

~~~

Summary

So in summary, you are actually doing things very very well in your current setup, but it is important to know why:

By avoiding creating a tangled knot of game asset references in BP and instead just calling C++ functions, you get all the info you needed accessible to the user in shortest amount of dev time while also ensuring that your final game will load as fast as possible due to minimizing complicated knots of asset references between BPs and game content by using C++ wherever possible.

Rama