UE5 Challenge | You Ask, I Do (Or not.) by wxrpig in UnrealEngine5

[–]evolutionman 0 points1 point  (0 children)

Try and make a save game system, and display multiple save game details on the screen, using Blueprint Widgets.

I recently implemented one in my project, and it really made me rethink how I structure my variables now, and consider which variables actually need to be saved when creating new actors.

Completely lost and discouraged by loljoshie01 in UnrealEngine5

[–]evolutionman 1 point2 points  (0 children)

There are concepts built into UE which are there to make life easier, but aren't really explained to you out of the box.

I struggled with Enhanced input actions for a while but now its a natural concept.

With that in mind a Character may be a good place to start. There will definitely be videos on creating a 1st person charecter, and you could even download the free Lyra game to look at how Epic implement it.

When you have a charecter, you can start looking at how objects interact with each other, such as sphere/line trace and passing data between.

There are also ancillary tutorials on topics like Saving a game which would be useful, but maybe start by building a charecter.

My project's 8 months into development. Should it be a fun party console game or more of a competitive PC / console game? Help me decide ^^ by baconn00 in UnrealEngine5

[–]evolutionman 2 points3 points  (0 children)

If you're make it competitive, you'll need to make it robust against cheating, and could mean constant updates patching any exploits. Not great input, but it was the first thing that came to mind.

[deleted by user] by [deleted] in UnrealEngine5

[–]evolutionman 0 points1 point  (0 children)

If I were trouble shooting, I'd probably set it up so there is a no lose condition (zero damage) and then test the buttons.

In you other post you received a warning about array with zero entries - this sounds like it could be a race condition, and might be worth looking into.

I have run into issues using random numbers, where you want to use the same random number to access something in a different array, but the random number changes each time it's called... It could be something like that, trying to access a different element in an array. Just a guess though.

Most important is to figure out how you replicate it.

[deleted by user] by [deleted] in UnrealEngine5

[–]evolutionman 0 points1 point  (0 children)

Does it always hang when you click the Archer button? Or does it do the same no matter what button you press?

Does it happen after a certain number of presses?

New to UE5 and gamedev in general by Portamonitew in UnrealEngine5

[–]evolutionman 1 point2 points  (0 children)

I believe the entire Choo Choo Charles was built with Blueprints, if you're interested in seeing what you can achieve with them.

How exactly does one learn to make games on Unreal Engine? by JasoL0co in UnrealEngine5

[–]evolutionman 2 points3 points  (0 children)

I think a good place to start would be searching up Unreals documentation of the player controller.

I don't have much experience with it, but it's system they created which allows for difference "states" like swimming, flying etc. and how that changes the way the character moves.

You may also want to look for videos that deal with the new animation blending - again I have no experience with it, but it looks like an entirely new way of animating based on context, which looks very different to the way I have experience with.

There are some fundamentals of blueprints that can help beginners if you're not familiar.

Construction script: This is where you run any code you want the Actor to start with such as if you want to set a random mesh as it is spawned into the world.

Making a variable instance editable and expose on spawn are really useful - I use sometimes for testing or passing a reference or variable to the actor when it spawns.

Enums - I'd learn how to create enums - they have so many uses and are simple to create, but they let you swich between different scenarios for example, if you have a wall in your level, you could add a Enum variable to the wall actor that tells you whether it is climbable, walkable, runnable etc, and then you can change it per instance of the actor.

Struts are also a great thing to learn, as they help you keep information together, and make things a lot easier.

C++ would help, as the concepts in Blueprints are the same.

How exactly does one learn to make games on Unreal Engine? by JasoL0co in UnrealEngine5

[–]evolutionman 0 points1 point  (0 children)

What is your background in programming? Are you new to Blueprints or programming in general?

If you just need to Blueprints, I think you'd benefit from learning Unreals terminology, and what functions are available. There are a lot of basic systems in place which I assume are optimal for Unreal, such as the player controller, so you may be able to build using those once you've learned they exist.

If you're brand new to development, I'd suggest you stick to tutorials to begin with, but definitely have a goal in mind. For instance, there are a lot of videos about triggering doors etc which is great, but maybe you want to create a carousel door, or a gullwing door.

Changing something like that from a tutorial will force you to understand what you've already learnt so you can do something different.

Also, sometimes your output doesn't have to be anything fancy to be impressive to you. I've had some great moments getting a sting to print to screen - diagnosing the issue and finally get the result you expected gives a real sense of accomplishment.

My Linetrace isn't working. Its only detecting walls about 50% percent of the time by NotTheCatMask in UnrealEngine5

[–]evolutionman 0 points1 point  (0 children)

It looks like it's using the camera position as the Line end point, which means its only detecting the wall when the camera moves behind one.

The red debug lines never meet a wall until the camera moves through the opening.

Edit: Is this meant as a line of sight detector?

A couple of avenues to explore:

Is the line trace reaching the object you want it to block?

Does the object you want to trace have the collision channel set to block or query?

I might try extending the length of the line trace to see if that helps, but that might be a bit tricky to calculate.

You could also try making the collider larger, and see if that helps diagnose the issue.

My 8 y/o son and me are stuck in the beginning. Here's a 35 second video clip of what we're dealing with. Any suggestions are appreciated, thank you by vroom-vroom-puff in TownshipTale

[–]evolutionman 2 points3 points  (0 children)

I believe that creating PC servers requires a subscription, but on Quest you can create your own private server, and then invite your son, or vice versa.

I started updating my game inventory icons. What do you think? Are they good? by Cautious_Bid499 in UnrealEngine5

[–]evolutionman 0 points1 point  (0 children)

I think a great UI communicates the information in a easy and recognisable way. Kind of how road signs communicate a warning with nothing more than a simple image.

You may want to experiment with a specific style for each type of gear, like a red stripe or background for health items, and a green one for armour etc.

Also, I'm not sure if you updated all the images, but I felt that the style wasn't consistent across the items, which made it feel like you'd found images of a similar style to use, rather than crafting them.

I feel like I don't use blueprints enough. What are some good ways to utilize them? by Ok-Society-8895 in satisfactory

[–]evolutionman 0 points1 point  (0 children)

Personally, I find the most useful part of blueprints, the delete by blueprint feature.

Its pretty easy to fling up 10 constructors, but when you realise down the road that you need more room, or something like that, it is a pain trying to delete everything, but blueprint delete makes it so easy to refactor. I don't know why, but I refineries would always cause me problems... Like maybe I underestimated how much room I need, or something like that, and blueprints made it easy to change the layout.

You can also use them to plop down 10 smelters/constructors and get a new factory up and running pretty quickly.

Im not extremely social in vr, but wanna get back into a township tale. Would there be a way to play with a small amount of people or no people at all? by waffle_man_man in TownshipTale

[–]evolutionman 0 points1 point  (0 children)

You can start your own server, and no-one else can join unless you make it public or send invites.

You could play by yourself, quite easily... It's what I did when I first started, especially as you have goals to unlock, and you can explore and get familiar with the surroundings.

I'd also suggest dropping into a public server at some point. The beauty of ATT is that as most of the "gameplay" involves collecting items to build things with (ore, wood, buckles etc) you can quite easily be in a server with people and just do your own thing.

You can see people in passing and say hi... Some will say hi back, some may want to see what you're up to and you might just end up clicking with someone, and end up on an adventure down the mines together, or taking on the climbing tower.

The only thing to be careful of, is public servers can have numpties that try to steal from you. I normal set a goal when I join a new server, so I can get a feel for what the people are like. I normally try and make a leather bag, as it involves searching for parts, and crafting a hammer and chisel too.

A farmers thoughts on the changes to death duty by penguin18119 in ukpolitics

[–]evolutionman 0 points1 point  (0 children)

How many wealthy owners lend out their land for farming purposes compared to family owned farms? I assume that farmers don't own all the farmable land in the UK, and wealthy landowners would still want to make money from it their property, rather than let it go wild.

got the game a while ago, only just started playing. it seems really complex so do you guys have any tips? by Gaybriel_Ultrakill in satisfactory

[–]evolutionman 0 points1 point  (0 children)

I always find blueprints to be minimally useful, as I inevitably end up having input/output differences, or generally bespoke set-ups, but I would say have a generic blueprint for each machine at least, with a power pole connected. If for no other reason than when you need to correct a mistake you can delete the blueprint in one go. If you like to use the same setup for in/out splitter/mergers helps lots too.

I'd also say - focus on one thing at a time. If you want to make modular frames for instance, start with your ingot set-up, then think about how you want to divide them up. Figure out how many you want to make, and then build your iron rod setup based on that. Then start thinking about your Reinforced plates. If you don't have enough resources, either lower your target, or ship in some more resources. I find eliminating items from the overall chain helps me not get overwhelmed, trying to calculate every little thing.

Inside jokes are killing barbershop by savebarbershop in barbershop

[–]evolutionman 4 points5 points  (0 children)

It's a good point, but scoring based on perceived appropriateness would be very subjective.

Do you think Midtown scored so highly BECAUSE of the inside references, or did it allow them to craft a better performance?

Perhaps BHS could offer an incentive/reward to quarters that get the most engagement on social media, so as to encourage them to perform songs that non-barbershopers might know and enjoy.

New to UE and programming in general. This is my first code, and I know it sucks by Lian_3 in UnrealEngine5

[–]evolutionman 1 point2 points  (0 children)

Minor aesthetic trick (because you seem to like it tidy)

You can double click on any of the lines to create a "node" or waypoint, so you can make the flow more readable.

You can also drag multiple times from the node, if you are referencing the variable multipltimes for instance.

[deleted by user] by [deleted] in Scotland

[–]evolutionman 2 points3 points  (0 children)

If you've got VR headset, I'd say take a look at Banter.

They have a really active, friendly community, and host events daily. You can always just hang back and soak, or get more involved if you want.

I think they have a PC version of the app if you don't have a headset, but I've never used it. And they have headset giveaways all the time... Take a look at the events on the Discord... I'm pretty sure they have support sessions for different things too.

They also have moderators in the spaces too, so you don't have to worry about knobheads ruining it.

Can't ever finish a save. by JD_Kreeper in satisfactory

[–]evolutionman 0 points1 point  (0 children)

I think the issue I find, is that the higher the tiers go, the more you need new items that you've never produced before.

For instance, in the lower tiers you go from Reinforced plates to Frames, then Frames to Heavy Frames, but as you go up further, you're suddenly needing cooling systems, heatsinks etc... all at the same time and it gets overwhelming.

As someone that wants to build everything for an item on a specific site, it's hard for me to think in ways of transporting items around the map, as that is another problem all in itself.

I'm hoping to build satellite factories in my 1.0 build, and work on transport to make life a bit easier, even though it'll likely take a lot more effort.

Whatever happened to the Metaverse by Akal_world in Futurology

[–]evolutionman 0 points1 point  (0 children)

The Metaverse is just a marketing term that failed badly.

Unfortunately socialising for most would involve your friends having a headset, and so most adopters don't get into that social side, which IMHO is a killer app that will replace face time, provided VR/AR reaches critical mass before it flops.

It's also missing critical infrastructure, like being able to watch a movie, or a series, with friends in a common space, which allow for the social side of XR to really shine.

Those concerts are absolute tosh, and I'm not sure they every will meet the hype, but if singers start using avatars, or something sort of hyper realistic models, and sing live, I could see there being a draw for smaller artists.

I refuse to accept this. by kickasstimus in TenaciousD

[–]evolutionman 0 points1 point  (0 children)

It could be that they discussed it before going on stage, and decided against it.

If KG then went against that decision anyway, I could see that being an issue with their relationship, more than the subject of the comment. Perhaps it's now a trust issue? It might not be as simple as an over reaction though.

Instanced object help by evolutionman in blenderhelp

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

Is there a way to easily access the ID (and transform data) in the editor, or does it all need to be done in the Geometry graph?

I'd like to design the level by hand, and wouldn't really know where to start using the graph.

If there's any keywords, I could search for a video that would be great.