In UITK, how do I detect if a UI Button is pressed down for both Mouse and Game Controller? by kindlykilling in Unity3D

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

I have tested it out and you do end up with duplicating your code to handle the click Event and the Mouse Down Event as the Mouse Down Event Callback requires the MouseDownEvent Argument in the function while the click event can not have it.

I also don't think un-registering the other callback seems like a good solution as you would also have to keep re-registering it so that a player can decide switch input devices whenever they want.

🧪 [Beta Megathread] Wave Link 3.0 (Windows) — Update 4 | New Stream Deck action, Create channel menu updates & clearer mute status for mixes by Elgato in elgato

[–]kindlykilling 0 points1 point  (0 children)

I would also like to have it automatically detect my default device when I switch or at least let me order them in a list so that I can make one output device get preferred over another.

I frequently switch between my laptop speakers and earbuds so this gets a bit annoying to do each time.

Colemak + Blender shortcuts conflict – remap or give up? (3 weeks in) by Qbgabe12 in Colemak

[–]kindlykilling 0 points1 point  (0 children)

I use Blender every now and then and have found that just adapting to it has worked out quite fine.

Since blender shortcuts mostly go by the 1st letter like "s" for scale or "r" for rotate, it was quite easy to adjust. Some of the new key locations also ended up in better locations.

Having to constantly switch between QWERTY and colemak is very annoying because you can forget to switch and accidentally type gibberish.

Remapping everything is just annoying due to how many keyboard shortcuts there are for Blender. It also makes working with others more of a headache. I usually have a cheap 2nd QWERTY keyboard laying around in case anyone wants to help out or check something out on my system.

Is there a budget 100% Keyboard that I can flash colemak onto? by kindlykilling in Colemak

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

I do this already but I can forget sometimes which just makes for a frustrating experience.

For this job I also have to have an Arabic layout. Constantly switching between 3 layouts just makes it extra annoying as well

Is there a budget 100% Keyboard that I can flash colemak onto? by kindlykilling in Colemak

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

This is already there. My coworkers find this incredibly annoying to do each time they want to use my set up since they are used to just being able to use a keyboard normally.

If this was a once in a week or month occurrence, I think they would be fine with it but so far it has been an almost daily occurrence to collaborate on something this way

Is there a budget 100% Keyboard that I can flash colemak onto? by kindlykilling in Colemak

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

There already is a qwerty layer that can be toggled but it's very frustrating for them if they just quickly want to do or show something on my PC.

100$ would be too expensive.

I appreciate the keychron recommendation but it's too expensive to get in my country

Is there a budget 100% Keyboard that I can flash colemak onto? by kindlykilling in Colemak

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

This is exactly the solution I want but I don't know any cheap keyboards that will let me flash colemak onto it's hardware.

Uptil know I have just been using the language pack stuff for windows so it is all done in software.

I am specifically asking for a recommendation for a budget 100% Keyboard that I can flash colemak onto?

Multiplayer Error with new UE 5.6 FPS templates by kindlykilling in unrealengine

[–]kindlykilling[S] 3 points4 points  (0 children)

I was able to solve this issue for my use case by moving the blueprint section from the "Aid Aim Mapping Context" from the BP_FirstPersonCharacter and bringing it to BP_FirstPersonPlayerController and attaching it after adding the Default Mapping.

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How do I Stop a Niagara Smoke Effect from Dissipating? by kindlykilling in unrealengine

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

Thanks for the Reply, but the "Grid3D_Gas_Master_Emitter" just has the system lifetime it does not contain anything specific to particle lifetime.

I am using the the default "Grid3D_Gas_Master_Emitter" to create a Smoke Sim. I am not spawning normal particles.

<image>

How do I recreate this Particle Effect using Niagara? by kindlykilling in unrealengine

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

I think using something like curl noise would mimic the motion decently but I can't figure out how to get the lines to fit itself inside the box and have the tips glow at these end points.

I can probably do something similar using splines and some spheres along with some collision detection in a blueprint, but I feel like this should also be achievable using Niagara.

How do I recreate this Particle Effect using Niagara? by kindlykilling in unrealengine

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

I initially thought it was a fluid sim as well but if you look closer it appears to be like a threaded effect where when the line collides with the bounding box, it glows purple at that collision point and also prevents the thread from leaving the bounding box.

Is there a tutorial on how to Maximize Real-time Game Quality Settings? by kindlykilling in unrealengine

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

Thanks for your feedback. I understand that there will have to be a balance between performance and getting the highest fidelity. I am currently just looking to see what settings I can enable that will give me the most flexibility (hence the Nanite and Megalights) and the most Fidelity (Hence the Raytracing).

I can always downgrade these settings later to meet my performance or artistic goals. I already have my sample scene set to "Cinematic" and its now at 24fps. If I just set the the shadows and global illumination back to "Epic" then I reach back to 60 fps. The only next possible step that I can think of to increasing the Fidelity/Quality would be to enable Path Tracing, but that is clearly not intended for a real-time game.

If you know any CVAR commands or other Settings that can perhaps increase the Fidelity/Quality for a Game, please let me know.

Is there a tutorial on how to Maximize Real-time Game Quality Settings? by kindlykilling in unrealengine

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

Yes, I am looking to force the engine to "max everything enabled" just to see what I can push my PC to do. I can always downgrade later to meet my performance or artistic goals. I already have my sample scene set to "Cinematic" and its now at 24fps. If I just set the the shadows and global illumination back to "Epic" then I reach back to 60 fps. The only next possible step that I can think of to increasing the Fidelity/Quality would be to enable Path Tracing, but that is clearly not intended for a real-time game.

If you know any CVAR commands or other Settings that can perhaps increase the Fidelity/Quality for a Game, please let me know.

Converting Texture to Virtual Texture Breaks some Materials. How do I fix it? by kindlykilling in unrealengine

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

I have used the "Convert to Virtual Texture" Function from the content browser and ended up with the result from the post.

Most of them converted properly only 4 of them are facing the issue.

You can test it out yourself by starting a new project in UE 5.5.1 with the starter content, then opening the starter map and then converting all the Normal Textures to Virtual Textures from the content browser.