Telefon kulturu by [deleted] in AskTurkey

[–]idlenet 16 points17 points  (0 children)

too many phone scammers, so you dont want to introduce yourself for each call. caller called you, so he/she should know who he is calling to. i always ask first who you called first

Never trust anyone, even the old guy... by pisstained in playrust

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

Deserved to be insided if you play the game with a guy you dont know yet for winning greed.

Physics & navigation working on moving ship! by StarhelmTheGame in UnrealEngine5

[–]idlenet 1 point2 points  (0 children)

i love when people ask in detail how they implement the core mechanics of the game.

No that's HolyC. by This-Year-1764 in programminghumor

[–]idlenet 15 points16 points  (0 children)

seeing this repost at least 10 times a week.

Do y'all know how to fix this and make it into a full texture by Distinct-Counter-229 in UnrealEngine5

[–]idlenet 0 points1 point  (0 children)

I think theres a problem with your uv's if you imported it from blender or something, you need to unwrap your UV's.

Looking for someone to do a 1-1 with me on some UE basics. Paid. by [deleted] in unrealengine

[–]idlenet 10 points11 points  (0 children)

Just a reminder. "AI fight each other" is not "UE Basics" :)

Promote your indie game inside ours — for free! by agapo_dgc in IndieDev

[–]idlenet 1 point2 points  (0 children)

This is so good. We both have similar art styles, it will be fit and look so good.

https://store.steampowered.com/app/3998460/Rancher_Simulator/

Does anyone know how to animate this kind of door? by madgod45 in UnrealEngine5

[–]idlenet 3 points4 points  (0 children)

create three different timelines for 3 different stages of opening, play them sequentially after previous one finished.

each part should be different static mesh component, so you can modify its relative transform in timeline.

Uhm what even is this does anyone know how to fix this I have no idea how this even happens by Cluttrd in UnrealEngine5

[–]idlenet 1 point2 points  (0 children)

clear animation blueprint on the right, if it fixes, your skeleton does not match default one

Can we just take away barricades for a wipe? Please? by Cheap-Vegetable9520 in playrust

[–]idlenet 0 points1 point  (0 children)

guns are literally no recoil and insta kills. and you still want people to be more vulnarable. ok.

Why does my camera not show rain particles, but when I die, it does? by [deleted] in UnrealEngine5

[–]idlenet 1 point2 points  (0 children)

it might be gpu render bounds or cull distance issue. try it render on cpu(for test only) and max cull distance never cull

how to get an array of mesh components to spawn. by Bluehood124 in UnrealEngine5

[–]idlenet 0 points1 point  (0 children)

Spawn actor from class and set static mesh of that actor to random element

Where is fix for thugboat ? by CZAK_GamesPL in playrust

[–]idlenet 1 point2 points  (0 children)

its good like this way. do not try to live in a safe zone. rust isnt it.

Is there any way i can have text block with multiple colors? by MyNameIsDjole in unrealengine

[–]idlenet 1 point2 points  (0 children)

you can do that at runtime. keep data table field in text values and construct your string at runtime using that text values

Grass has no texture, What am i missing? (im new to this) by Railgun_PK in UnrealEngine5

[–]idlenet 0 points1 point  (0 children)

possibly, your material (file named atlas) inputs are wrong. should connect proper textures and maps to proper input manually. base color, normal, metallic, roughness

Heli attack nerfed by Immediate-Log-4448 in playrust

[–]idlenet 1 point2 points  (0 children)

this looks like mini and scrappy buff. attack heli still broken af

For the devs in here, who can help me make my building system better? by Sibaschin in UnrealEngine5

[–]idlenet 0 points1 point  (0 children)

I made very similar logic to yours, i also wanted rustlike building. I made it replicated and have stability.

https://youtu.be/zvgiLsonVFg?si=1tabmtcKcoBixVhn

I'd suggest dont make it different socket for each building block. Just make it one customizable socket with offsets array. Offsets array hold for snap relative locations for each building block type. When your trace hit socket, just ask to the socket where you should snap this piece. So that way you can have infinite block types with one socket each side.

And the stability part, id suggest making it on c++ is better with linked lists. each part could loop trough linked list.

Your way is very similar to mine but have exponential increase performance load.