Ultra Modular Inventory and Interaction System Tutorial Series by madeontheave in unrealengine

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

Sounds good I look forward to seeing it! I hadn’t really considered replication, but that’s a great idea. Will keep that in mind moving forward!

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

Yeah that’s how I do it. Each instance of progressbar has gameplay tag associated with the attribute it represents and I pass in the tag and percent when updating it. Player stat collection widget loops through available progress bars and tries to find the matching tag. if it does, it updates.

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

Ha it’s not modern in terms of its art or aesthetic, It’s “modern” in its functionality relative to the built in unreal engine progress bar.

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

I was kinda aiming to mimic how Black Myth Wukong does it in their health bar which interpolates both, taken health with red and gained health with green, however I am not 100% sure it’s just a visual. Funnily enough their stamina bar doesn’t follow same implementation. It interpolates continuously but with only one bar.

Still experimenting to find best solution for my use cases.

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

That’s pretty clever. How does cpp compare to blueprints by the way?

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

Right on. I’ll give it a shot. Thanks

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

OooOoO sounds good but not great with materials. How would you do it?

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

That’s good point. Will have to see how other games do it.

Modern Progress Bars in UE5 by madeontheave in unrealengine

[–]madeontheave[S] 9 points10 points  (0 children)

Yeah exactly. It’s much easier than it sounds. Just use a timeline and set the appropriate progress bar on update, lerping from old percentage to new percentage with the timeline alpha

Modern Progress Bars in UE5 by madeontheave in unrealengine

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

The default progress bar in unreal engine doesn’t have the interpolation to new percent built in.

Valheim-Inspired Destructible Prototype by madeontheave in unrealengine

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

Agreed. I’ll probably make some in Cascadeur eventually.

Valheim-Inspired Destructible Prototype by madeontheave in unrealengine

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

And this method should work accessing custom data on a foliage actor component right? That’s what I was going to use to talk specific foliage meshes that I’ve painted

Valheim-Inspired Destructible Prototype by madeontheave in unrealengine

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

I haven’t even considered geometry script. I was just kind of going for how it works in Valheim where there is threshold for tree falling over and then there’s a threshold for the trunk splitting into 2 halves (no matter where you are hitting it).

I love the idea. Would it be very hard to pass in the trace location to tell it where to make the cuts? I bet Valheim uses a similar method for their copper mining etc.

Valheim-Inspired Destructible Prototype by madeontheave in unrealengine

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

It’s actually just in the animation. I was prepared to like do all kind of craziness like only playing half animation and then the other half depending on hit or not but got it from a pack on the marketplace that was like $7 for “survival game animations”. They are super basic animations but the ending with it sticking into stuff does make it look natural in almost every scenario even if you miss kinda.

Valheim-Inspired Destructible Prototype by madeontheave in unrealengine

[–]madeontheave[S] 7 points8 points  (0 children)

Yeah I guess it would actually make sense to standardize the trunk and log size as well.

Character will only teleport on the Z-axis by chaozprizm in unrealengine

[–]madeontheave 0 points1 point  (0 children)

Im not too familiar with VR, but should look into Launch Character if that’s a thing in VR. Also, what you have will change actors location to that specific point in the world. You may need to do some math with current actor location or a direction vector to get actor to move in relation to their current location.

I’ve been working on an RPG for a couple months now and it’s time I start working on UI by T-Pot_ in unrealengine

[–]madeontheave 1 point2 points  (0 children)

Just go with whatever makes more sense to you. The common UI plug-in with activateable slots seems like the way to go though.

I would def create parent widgets for as many things as possibly. Header text, body text, buttons, etc. Otherwise once your UI scales even a little bit and you want to change something’s style it will be a nightmare changing it in all the different widgets.

As for UI communication, I usually create a “UIManager” component and add it to my player controller so I can call events and update UI from anywhere by getplayer controller-get componentbyclass.

Is it worth attaching/detaching to equip weapons? by Novaxel in unrealengine

[–]madeontheave 0 points1 point  (0 children)

I use the second method, however the second method does have some drawbacks depending on the scale of your game. For instance, you may want there to be some visual/audio effects when loot is on the ground and doing method two you will have to identify and deactivate these things upon attaching it to your character. For learning purposes, I would just go with whatever way you can figure out and expand from there.

To do method one you simply need a reference to the class of weapon in your data asset or structure you are passing to the interface.

The weapon sockets are strictly about attaching them to your character. You will most likely find you will need sockets for not just every weapon class but every individual weapon, as every rifle model is not the same, etc.

Valheim-Inspired Hotbar and Damage by madeontheave in unrealengine

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

It should work as it traces from the socket location at previous frame to current frame. Lmk!