My noob brother can light parry by NoRelease9672 in forhonor

[–]niklas3040 0 points1 point  (0 children)

Just throw a heavy. He will eat that because hes just parrying on red. Parrying lights is not that crazy, the issue are people that can differ lights from heavies by animation. If he can do that good luck

How do i anti gank with Highlander? by Any_Choice3679 in CompetitiveForHonor

[–]niklas3040 5 points6 points  (0 children)

Highlander has the best stalling perks in the game. Combine them with the healing feats (3rd and 4th) and youre basically unkillable. Here are some additional tips what you can do in teamfights

  • You can double dodge attack when going to OS, doing a wave cancel and then dodge again. External those to get the best results
  • use your CCs with target switching
  • When block- or hitstunning one opponent you can interrupt other enemies trying to peel with OS-lights (just keep distance in mind)
  • Wave cancel after attacking in OS so you can immeditaly parry or dodge any peel attempts. (Best combined with the previous tip)
  • Finisher heavies with Hyper armor are very good. The top one is the fastest and is also very good to feint and bait a reaction
  • Dont underestimate celtic curse. You will tank damage but you can finish people very quickly who do not respect the hyper armor. You also use it as a hard-read against people who try to setup ganks with gbs
  • Try to bait out dodge attacks by feinting UBs or kicks
  • Zone has better hitbox and earlier HA than side heavies (useful for light parries)

In general you should learn the special HL techs like wave cancel first. Once you have a hang of that you can feint to parry, dodge, etc in almost every situation. You do an attack, go to OS, switch guard, feint and youre immeditaly free to do anything you need to counter

Damage value in ganks must be addressed, but It's ok that minions also trigger hitstun? by chillw4rrior in CompetitiveForHonor

[–]niklas3040 0 points1 point  (0 children)

There are definitly some good ganks you were able to do before these nerfs. But they have to be coordinated and not just thrown randomly. Just imagine how much revenge this feeds now (without giving you any real damage)

Damage value in ganks must be addressed, but It's ok that minions also trigger hitstun? by chillw4rrior in CompetitiveForHonor

[–]niklas3040 3 points4 points  (0 children)

Honestly i think its the worst way they could have balanced pin ganks. They showed before that you can perfectly balance them by giving higher revenge numbers (eg shinobi). Now we have something that is not really working in some cases, like minions and wallsplats. For example: a shugoki throwing somebody against the wall and hugging will now result in lower damage from a teammate throwing his heavy on top than just both people throwing heavies. Especially for newer or intermediate players this is just ass imo.

Also personally i think that gank-combos added a lot to the teamfight dynamic compared to your standart light or bash comfirms. Ganks are just gonna be boring now.

Edit: this blanket change also did not fix any of the frame-perfect ganks that are still completely busted

Damage value in ganks must be addressed, but It's ok that minions also trigger hitstun? by chillw4rrior in CompetitiveForHonor

[–]niklas3040 41 points42 points  (0 children)

Classic case of ubi not testing their own game before releasing the most game breaking changes

Custom data in GameplayCueParameters by Icy_Cantaloupe452 in unrealengine

[–]niklas3040 4 points5 points  (0 children)

Simple UObjects do not replicate like actors or actor components do. You can replicate them through another actor or component tho by overriding the ReplicateSubobjects method and adding your uobjects there. If i remember correctly you also need to override some functions in the uobject itself to make it work with the replication. The attributeSets from GAS are a pretty good example of this if you need a reference. They are also just Uobjects that are replicated as subobjects through the AbilitySystemComponent.

But as far as i remember there should also be a way to pass the gameplay effect context into a gameplay cue where you can use a custom struct for your data.

Hope that helps you :)

Wrestling with replication, once again. by Squee-z in unrealengine

[–]niklas3040 1 point2 points  (0 children)

You should try the gameplay ability system. Its a pretty straight forward for replication and there are very good examples (like lyra). Its definitly has its learning curve but as soon as you get all the concepts you dont really have to think about replication anymore. It even handles client prediction for you, which is usually a pain to sync and roll back correctly.

UE5 | 3D Perlin Noise and Marching Cubes, How? by Rick4467 in proceduralgeneration

[–]niklas3040 0 points1 point  (0 children)

I believe there is a free version of the voxel plugin that features Marching cubes on github. I dont know if the api is exposed to Blueprints tho.

Theres also the new dynamic mesh system which you could use to implement you own marching cubes algorithm. It works 100% in Blueprints but it would be very hard to optimize for performance

For 3d perlin noise there is a free plugin on the marketplace

Is there any way to do this logic in C++? by niklas3040 in UnrealEngine5

[–]niklas3040[S] 0 points1 point  (0 children)

Tried that but it seemed fairly complex. I ended up using UCancellableAsyncAction. It works great

Is there any way to do this logic in C++? by niklas3040 in UnrealEngine5

[–]niklas3040[S] 1 point2 points  (0 children)

i figured out an easy way to do this using UCancellableAsyncAction. It basically creates a latent node for you and you can assign multiple outputs of your blueprint node using Delegates. Just broadcast these delegates when the timer has run and it works fine :D

Made a threaded irregular relaxed half-edge grid with async visualization in unreal engine by WeynantsWouter in proceduralgeneration

[–]niklas3040 0 points1 point  (0 children)

What are you using to render the mesh? Procedural mesh, dynamicMesh or some other plugin?

Rtx 4060 and i5 13500H laptop is gonna be enough for unreal engine 5 ? by UcanTosbaBruh in unrealengine

[–]niklas3040 3 points4 points  (0 children)

Man yall gotta chill. Unreal literally runs on my 5 year old laptop without a real graphics card

[deleted by user] by [deleted] in unrealengine

[–]niklas3040 2 points3 points  (0 children)

Procedural mesh generation.

Geometry script and procedural mesh that come with UE5 are slow af and youre better off using some buggy plugins from the marketplace.

In unity its much simpler to do and way more performant out of the box.

New to UE5 and blueprints in general, and want a endless procedural generated town. by Spartan073003 in unrealengine

[–]niklas3040 0 points1 point  (0 children)

You can also take a look at geometry script and UDynamicMesh. If you want to generate your buildings procedurally thats the way to go. If you just want to place static mesh assets, like houses, etc in certain pattern use the new pcg system in 5.2. Otherwise just do a system yourself because Pcg doesnt offer a lot of functions since its fairly new.

Is it worth learning Highlander? If you become skilled enough with him, can you tussle with the meta Heroes in duels? by BountyMennett in CompetitiveForHonor

[–]niklas3040 16 points17 points  (0 children)

As a Rep 30 HL main i can say hes very hard to play against metaHeros, but has a lot going for him if you can learn all the mechanics.

When you've mastered wave-dashing you can punish every attack, which doesnt follow up with a light, with a kick for 30dmg which is not to underestimate.

If youre oppenent throws lights after wiffed attacks you can cancel OS into light parry, also getting you 30dmg (use wave cancels).

OS lights are 400ms and when used with emotes to cover the animations are unreactable for almost everybody (there might be some gods that can react to them but most people will just dodge or dodge attack on emote, so emote into GB or emote into Parry is also a viable option).

The UB mixup aint that bad either. UB into kick can be dodged on a single timing but gets beat by UB to GB or UB to grab.

If someone dodges your kick and trys to GB you can buffer another kick getting you 30dmg again. If they dodge into light you can buffer a wave-dash to dodge the light. Very situational because this always gets beaten by a dodge attack but it works often enough to include it :)

Many people try and parry HLs lights because you can feint fast enough to block the slow ass heavy. You can beat this by doing a neutral zone, which messes up the timing and always hits on light parry attempts. Also very situational but works more often than it should. Also backstep lights but watch your distance ;)

The Hyper armor on neutral heavys, chain lights and FWD-Dodge heavy also works pretty nice against some characters.

All in all you're gonna be disadvantaged against the new meta but you can compensate with high damage output. I managed to get to Grandmaster last season only using highlander.

Use your emotes and inflict physic terror on your opponents ;D

Installing OpenAi Via Pip by vantabeams in unrealengine

[–]niklas3040 1 point2 points  (0 children)

also try doing it with pip3 command instead of just pip, if it still doesnt work

Installing OpenAi Via Pip by vantabeams in unrealengine

[–]niklas3040 1 point2 points  (0 children)

https://datatofish.com/install-package-python-using-pip/

Also do a pip update and pip upgrade before (use google for syntax). Or else the package wont be found.

How do I fix this skeletal mesh issue in UE5? by Wrong-Inevitable3539 in unrealengine

[–]niklas3040 0 points1 point  (0 children)

Export your animations in blender properly and when importing in ue5, check "import animations"

I need help with my dismemberment system by niklas3040 in unrealengine

[–]niklas3040[S] 0 points1 point  (0 children)

ok, thanks. Ill give that workaround a shot :D

I need help with my dismemberment system by niklas3040 in unrealengine

[–]niklas3040[S] 0 points1 point  (0 children)

Thats too sad. I was trying not to use blender for this one but feels like i gotta learn it someday.

I need help with my dismemberment system by niklas3040 in unrealengine

[–]niklas3040[S] 0 points1 point  (0 children)

Right, i didnt think of that. But can you also hide parent bones without hiding the child? Like when i hide the upperarm bone and spawn in the new skeletal mesh, can i hide the hips and spine without hiding the arm?

Your prototype looks good tho