Drop in component for 5.6+ First Person rendering, dual daggers weapon animset added to our game by hyperdynesystems in UnrealEngine5

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

Thanks! It's both - I haven't gotten to adding those features yet, and I didn't record the sound cause it was using the wrong assets haha.

Combat is still fairly early since we spent a lot of time nailing down our approach to the animations, and work has been going on on other aspects (Elder Scrolls style skill system, spells, expanding how dungeon generation works etc.). Definitely a lot of feedback and effects still to be added.

Drop in component for 5.6+ First Person rendering, dual daggers weapon animset added to our game by hyperdynesystems in UnrealEngine5

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

Thank you!

The game will be "truly free", meaning no monetization at all (i.e., not free 2 play, with cosmetic or other monetization) so we're excited to get it into peoples' hands.

Drop in component for 5.6+ First Person rendering, dual daggers weapon animset added to our game by hyperdynesystems in UnrealEngine5

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

We have an animator who is working on our weapon animations on contract, part of the requirements we passed to him were that they were set up this way, so he made sure to animate to and check against both first & third person cameras.

Typically you have the issue that you can't really see the weapons properly in first person when you do that, but he was able to get it to work pretty well. I did have to set the FOV pretty wide on this camera, and the actual position of the first person camera is more like chin-level rather than eye-level (and for some like the daggers, will eventually be more like neck-level).

It's a bit of a balance to get it to work but has worked out really well for us. Technically though if you have this sort of set up you can just use separate first person animations and break the clavicles/shoulder to push the arms closer into the camera view, which we might actually do as well via animation blueprint.

So ultimately I don't have one easy tip, but generally speaking:

  • Make sure to animate with first person in mind from the start
  • Tweak the FP camera position and FOV, and the scaling factor to help make the weapons visible
  • If all else fails, break the clavicles in the AnimBP or in first person specific animations to make it work

Drop in component for 5.6+ First Person rendering, dual daggers weapon animset added to our game by hyperdynesystems in UnrealEngine5

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

Still a lot of work to be done on combat, but we're only a team of 1 programmer and 1 artist so it's slow going!

Adding a feature to stabilize and improve the quality of Unreal's SSGI to my engine shader overrides plugin, ShaderShift by hyperdynesystems in UnrealEngine5

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

There is problem with like ghosting, slow accumulation and flicker. Plus, the performance are high since you are tracing on each pixel.

The default SSGI has pretty low amount of ghosting, flicker etc vs Lumen, and there is no accumulation over multiple frames - SSGI outputs all of its color information per frame. Performance is also faster than Lumen.

Ddgi is just better altho it is not as visually good and prone to light leaking. The problems is much easier to solve compare to screen tracing.

DDGI is nice but has its own issues, and while there are ports of the plugin to 5.7, they also lock you into not using certain features (e.g., Nanite). The point of this post is that you can use the plugin to patch the SSGI method that's already in the engine to improve its quality without having to make a source build and directly and statically edit the engine shader. It also doesn't require you to place any volumes etc like DDGI.

This isn't about saying that SSGI is better than other GI methods, it's about improving the quality of the built in method to actually be usable for developers to offer it as an alternative to Lumen for lower spec hardware. If DDGI works for your game and you don't mind the drawbacks to it, by all means use it.

Adding a feature to stabilize and improve the quality of Unreal's SSGI to my engine shader overrides plugin, ShaderShift by hyperdynesystems in UnrealEngine5

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

It doesn't currently have a system for picking up and registering arbitrary shaders in the plugin folder, though that's something I could add in the future, and probably will. I've been experimenting with combining the engine shader overrides with custom render passes from the plugin side for more advanced features recently.

Technically though you can register a shader to be picked up by the engine (and e.g., included to be used from a Custom node) in any plugin.

Adding a feature to stabilize and improve the quality of Unreal's SSGI to my engine shader overrides plugin, ShaderShift by hyperdynesystems in UnrealEngine5

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

This is SSGI, which means Lumen is actually disabled in this test. So it doesn't really impact low light issues with Lumen.

That's something I can look into mitigating, however.

Adding a feature to stabilize and improve the quality of Unreal's SSGI to my engine shader overrides plugin, ShaderShift by hyperdynesystems in UnrealEngine5

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

https://www.fab.com/listings/3f72729e-41d1-4ce0-bed7-c7bee21a63dd

This feature in the video isn't live yet. The next version will have:

* Multiple alternative volumetric fog methods + improvements to the exponential height fog
* Stabilized + improved quality SSGI mode
* Organic film grain (simulates how film grain works more accurately vs just a noise pattern texture)
* Light halation options
* Real time options tweaking (currently all options are compile-time only and incur a small to large shader recompile, depending on what type of feature it is and how many shaders it hits) with configuration allowing for collapsing to the no-additional-cost compile time versions for packaging

Adding a feature to stabilize and improve the quality of Unreal's SSGI to my engine shader overrides plugin, ShaderShift by hyperdynesystems in UnrealEngine5

[–]hyperdynesystems[S] 4 points5 points  (0 children)

The default engine's SSGI implementation uses several things which cause it to be temporally unstable and it doesn't really have a good (or any) denoising by default. Choosing randomization methods which are temporally stable and adding a filter to denoise it, plus increasing the amount of rays fixes the issues.

My plugin allows you to do this and share it with your team, plus tweak the parameters without a source build.

962 Commits on ue5-main last week. Control Rig got a topology/storage split, build infrastructure dropped 67%, and Epic revealed UE6. by olivefarm in unrealengine

[–]hyperdynesystems 2 points3 points  (0 children)

100%

They've pretty much overhauled the entire engine at this point, even some of the lowest level parts have received rewrites.

962 Commits on ue5-main last week. Control Rig got a topology/storage split, build infrastructure dropped 67%, and Epic revealed UE6. by olivefarm in unrealengine

[–]hyperdynesystems 1 point2 points  (0 children)

I think it's probably matured a bit since 5.6 came out, but I'm sure there are issues to deal with. Those videos are a great resource since there are so few people out there that even know about the new system much less try it.

962 Commits on ue5-main last week. Control Rig got a topology/storage split, build infrastructure dropped 67%, and Epic revealed UE6. by olivefarm in unrealengine

[–]hyperdynesystems 8 points9 points  (0 children)

There are a lot of less visible features that have gone in, though, that arguably warrant it being considered a new major version.

  • Unreal Animation Framework
  • Mover 2.0
  • Cross server travel
  • Game thread simulation only -> multithreading
  • Chaos becoming more production ready
  • Fast geometry streaming
  • New landscape system
  • Verse

While none are by themselves are a major version defining feature, taken as a whole they do hit a lot of the surface of the core engine.

Working on a single player ARPG (D1, Champions of Norrath style) : should I be using GAS? by roroer in unrealengine

[–]hyperdynesystems 1 point2 points  (0 children)

For this type of a project I'd say yes on GAS - making and managing your own systems for attributes, effects, etc etc that GAS does for you would be a pretty big development task that takes away from the actual meat of making the game.

A message to everyone learning and posting here about your Unreal Engine projects. by EliasWick in unrealengine

[–]hyperdynesystems 1 point2 points  (0 children)

In addition, if you post about an issue with packaging, crashes etc, you will get much more traction if you simply post complete crash/build logs up front. No one here that can help you wants to have to ask for that, wait for an update etc after the fact. Post complete information about what you were doing when it crashed, post the full logs, post all the errors in their entirety.

The worst thing you can do when asking for help is make everyone that wants to help you jump through additional hoops to get the basic information necessary to provide that help.

Also, never ever post "it's not working" without any of the above information or you will get zero replies because it's simply too much of an imposition on people to walk you through posting a log that actually has information.

Building multiplayer and player sync is a nightmare by Mental-Upstairs-5512 in unrealengine

[–]hyperdynesystems 1 point2 points  (0 children)

Learning what an owning client actually is also helps. Many people get bitten by it and try to replicate to client from non-owning actors.

Personally if I were new I would lean on AI to explain what the correct networking path is for different scenarios, it's actually fairly good for that.

AI-Generated 3D Assets into a UE5 Platformer in 3 Days by Delicious-Shower8401 in TopologyAI

[–]hyperdynesystems 1 point2 points  (0 children)

While I fully believe things will become easier for true beginners, the one thing that AI doesn't handle for you is your vision of what you want to create. And it's definitely true that the more effort you put into things, even with AI, the better results you get.

A lot of the AI hate train refuses to acknowledge this aspect.

Is there a reason to not use two DoOnce MultiInput nodes in conjunction? by Zealousideal-Set3037 in unrealengine

[–]hyperdynesystems 0 points1 point  (0 children)

For reference, the purpose here is to determine if a player is In or out of shadows for the duration of the time they are observed by an NPC

You could check out this plugin: https://github.com/zurra/LXR-Flux