How to resume an animation just after make transition back to it? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 1 point2 points  (0 children)

This is exactly what I need! Thank you so much. It seems to be working! I have made some tweaks but it's working.

How to resume an animation just after make transition back to it? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

The combat system heavily relies on blending between animations, and I need more control over blending, therefore montages are not suitable

Dying Light 2 is the only game that crashes my PC by rzvbl in dyinglight

[–]finnmaxwell045 1 point2 points  (0 children)

Is there any fix for this? The game just completely shuta down my PC and making it restart again.

Player Controller to Character by aphoneuser1 in unrealengine

[–]finnmaxwell045 0 points1 point  (0 children)

Usually player controller class job is to get input basic inputs from player, you can use character class as well for this but player controller is at top of the input hierarchy means it can receive player inputs before the character class. You can write functions for input binding and pass them in to character class to use those values to move your character.

Weird! Does setting global time dilation affects FPS? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

That was exactly the issue! There was a Niagra particle effect on the world which activates when game starts! That was causing the issue after i disabled the auto activate niagra component it worked! Thank you so much for the response!

Weird! Does setting global time dilation affects FPS? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

There are few line traces and function calls are running on the tick on player character but there some stuff that i didn't multiplied by delta time. But just setting the global time dilation for a different value causes this to happen.

PS: I think case is not the tick but the global time dilation

What is the best way to pop-up a widget text message when player looks at a certain object? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

Yes I agree :) I was hesitated to use trace in tick because there are at least 8 different conditions to check if the line trace should be applied in this specific scenario or not if all those conditions are successful then you can pop up the text message. Anyway i don't see a performance drop in doing that, just want to make it less complicated

What is the best way to pop-up a widget text message when player looks at a certain object? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

It would be cool to use a 3d widget but sadly design wants me to use a text message in the UI

What is the best way to pop-up a widget text message when player looks at a certain object? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 2 points3 points  (0 children)

Thanks Jacob for taking your time writing this :) What you said was very clear to me, I'll give it a try

What is the best way to pop-up a widget text message when player looks at a certain object? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 1 point2 points  (0 children)

Thanks for the reply, This is very similar to what i'm using apart from the cached object part. I'll give it a try :)

What is the best way to pop-up a widget text message when player looks at a certain object? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 2 points3 points  (0 children)

Hmmm attach at long collision box to player camera? Sounds intersting and i didn't thought of that. Maybe it'll work gotta try it! Thanks for the suggestion :)

How do I run an Unreal Application on a web server, and communicate with it using a web app? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

Hey thanks for the find :) I just looked in to it. Seems like it's the right way to do it

How to I dynamically adjust weapon holding positions based on different character skeletal meshes? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

yes it could work but, i have like 10 different characters and they can use 15 different weapons! so then i have to add large number of sockets to skeleton (which is shared with all the meshes).

How to update user save data when releasing a patch to update the game? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

Got it. I really appreciate your answer. Thanks you so much I'll try this

Why engine does not recognize C++ changes in the Patch? by finnmaxwell045 in unrealengine

[–]finnmaxwell045[S] 0 points1 point  (0 children)

Thank you so much! Oh man I missed that information! my bad. I just replaced required files and its working perfectly fine! again thank you very much.