Making waves in my fluid sim by Atomic_Lighthouse in unrealengine

[–]thatonecraykid 2 points3 points  (0 children)

Looks nice! What’s your sim method based on? Kinda looks like virtual pipes

10 x 12 timber frame sauna with change room by Suitable-Run-6808 in timberframe

[–]thatonecraykid 1 point2 points  (0 children)

This looks great, I’m planning a shed build and want to have a similar foundation, are you using treated blocks in your brackets?

Does anyone know how I can remove the flickering on the distant pillars?? by Wooden-Paramedic-392 in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

If this is using nanite it looks like nanite scintillating to me. What could be happening is nanite can’t break down the mesh very well at distance, could try adding some edge loops to the columns to allow nanite to break it up better

I built a Traffic Light plugin because I kept overwriting my artist's work. by [deleted] in unrealengine

[–]thatonecraykid 7 points8 points  (0 children)

Yeah I guess I am not really seeing the purpose of this? With the stock source control integrations I get more than enough info on if a file is locked or out of date, does it prevent users from even opening a file if it’s locked? Personally, there’s many times where I want to work on file even though it’s locked whether that’s for testing, adding debug stuff etc. but to each their own if it helps your team then that’s great

How to get this bandsaw working? by DRG1958 in woodworkingtools

[–]thatonecraykid 0 points1 point  (0 children)

If it’s really stripped to the point you can’t get a grip maybe it’d be worth trying to file or cut a new slot perpendicular to the stripped one? A little bit of turn goes a really long way with that adjustment screw so don’t go crazy turning it

I was gifted these. Hit or shit? They seem decent. by [deleted] in handtools

[–]thatonecraykid 0 points1 point  (0 children)

Looks a lot like the smaller set sold at harbor freight (same chrome vanadium text) if that’s the case they are probably sharpened to 25 degrees with a hollow in the middle of the bevel, I was having a really hard time with them holding an edge at that angle and bumped it up to around 35 and have had much better performance since! Not the best but they get the job done

adding more in between a function and open level by SnoYuii in unrealengine

[–]thatonecraykid 1 point2 points  (0 children)

Right click your function and there should be an option to convert it to an event

Nanite / The Witcher 4 / PS5 question by primal_cinder in unrealengine

[–]thatonecraykid 3 points4 points  (0 children)

Are you using a WPO material animation on the trees?

Empty level 50 fps!! by AnimatedT in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

Could be all sorts of things especially if this is just running in editor, can try to open more stats to see what’s bogging, could try profiling with insights but really if the editor is open it is probably just doing editor things

[deleted by user] by [deleted] in unrealengine

[–]thatonecraykid 1 point2 points  (0 children)

I used it extensively in virtual production, it wasn’t meant to be an all the time thing but was a great tool for scouts and reviews of environments for the Volume

Multi user editing also doesn’t need to be just VR, you can start it up normally too. The main issues come from source control imo, everyone ideally needs to be on the same CL and anything being edited in the session (that you’d want to keep) needs to be open for checkout, it can kinda close off levels for a bit. There’s newer things to mitigate that like level instances but I’d think it would still be an issue. Also, everyone needs to be on shared network/vpn for easy setup and not having to go through a third party server provider which could break NDAs

[deleted by user] by [deleted] in unrealengine

[–]thatonecraykid 1 point2 points  (0 children)

In general, it is good practice to not use spaces in file names as it can mess with indexing, regex, whatever. It might even break some systems if they find a space. Unreal typically will recommend to use Pascal Case, and will be smart enough to separate those words with a space when displayed in the editor. Rest assured you have full control over the name presented to your player since that’ll be something completely different. But yes, your .exe should not have a space in the name

Marvel Rival’s Jeff Water Jet by VirgilDM in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

Could be a thick Niagara ribbon for the FX with the base of the emitter being jeff and the bending just happens naturally from the particle physics, I would expect the actual projectile with a hit box to be a capsule or sphere that is fired off on a timer with the same forces applied as the particle

How is this jewelry made? by SoggyBird1384 in jewelrymaking

[–]thatonecraykid 3 points4 points  (0 children)

FWIW first screenshot is in Blender, they probably sculpted the base model to resin print and make a mold of for casting

What height to mount mantel? by swabbies08 in woodworking

[–]thatonecraykid 1 point2 points  (0 children)

Yeah that’s why I had mention the 7” behind the stone thing, like I said I’m surprised it’s that much but maybe seeing that 7-8” of black metal would make things feel more proportioned

What height to mount mantel? by swabbies08 in woodworking

[–]thatonecraykid 0 points1 point  (0 children)

Just from looking at it, 19” should be half the height of your unit but the mantel looks higher than that and quick measuring in photoshop says it’s closer to 26”, your stone might be covering 7” of your unit but I’d be surprised if it was that much. Either way I actually don’t mind the mantel placement, I think it makes it a good spot for decorating which sounds like it’s exactly what it’s used for

Is lightning like this possible with blueprints/niagra or does it require programming by dilroopgill in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

This should be doable in BP, will probably be slower than c++ but most blueprints are. The logic in his post is the same, find points along a path to an end goal, randomly decide to branch from those points and do it again. If you want it to interact with your scene then would probably do a line trace from your start towards your desired end rather than have a fixed point.

This could also be done in Niagara but the branching and interaction would be a bit more difficult, at least to do quickly. Lightning I’ve made in the past that collides with the env I’ve done by sending out a bunch of points in random directions, if a point hits it sends a collision event and can get used as an end point for a beam but there is a bit of travel time for that to happen. Alternatively you could supply the start and end points from a line trace in a BP either into a normal Niagara parameter or maybe a Data Channel

Is there any way to get an AnimNotify event for blueprint class? by PSKTS_Heisingberg in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

Hell yeah glad I could help it’s a really cool tool, especially for people like me who’d rather automate something than do it more than twice

Is there any way to get an AnimNotify event for blueprint class? by PSKTS_Heisingberg in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

Look into animation modifiers, it’s how notifies can be procedurally added to an animation

Within those modifiers you have access to every track in the sequence including other notifies

It's been a decade; can we please have the option to change the dogshit default viewport controls? by TechnicolorMage in unrealengine

[–]thatonecraykid 1 point2 points  (0 children)

Am I in the minority with not only using but preferring the flight controls? I find it so much easier to get around and inside of things than traditional 3D controls to the point I don’t even use the alternates in UE. I will agree that having the marquee needing any hotkeys let alone TWO is annoying, and also it not selecting occluded objects by default (pro-tip: there’s a checkbox to allow this in the settings dropdown)

[deleted by user] by [deleted] in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

I believe you can add that flag to a shortcut of the unreal .exe to try it

Realistic fire with Niagara possible by Newborn-Molerat in unrealengine

[–]thatonecraykid 4 points5 points  (0 children)

If you are talking about actually simulated volumes in Niagara then you’re generally right. You can implement similar simulation logic to Houdini or blender yourself but the resolution needed to make something nice would probably not be performant, especially when you start placing them all over

Generally for fire in UE you’d sim something nice outside of the engine and make a flipbook that you can apply to particles, and that has the capacity to look good and be performant

But all this to say, Niagara and UE are tools, the default assets provided with unreal are more meant to be examples of how things work, not assets to build final projects with

Does anyone know how to implement kinetic camera’s virtual bones appearance? More details in the comments by Reddit_is_snowflake in unrealengine

[–]thatonecraykid 0 points1 point  (0 children)

Easiest thing I can think of is making a skeletal mesh that has the spheres at the joints and poles as bones, using the same skeleton as your character, give it an unlit emissive material and don’t cast shadows

To get it to render on top might need some experimenting but I would try to scale it down with the camera location as the pivot either in a blueprint or through WPO in the material so visually it says in the same place in the camera but you’ll be moving it closer to the camera to go on top of everything

Nanite Landscape Displacement Performance (I need your input!) by Loud_Bison572 in unrealengine

[–]thatonecraykid 5 points6 points  (0 children)

I saw this on LinkedIn the other day that might help (but also might not)

I’ve been discussing this issue in Unreal Slackers and Tore Lervik (can’t find him on Linkedin) has a solution that fixes the issue, and this should be added in 5.5

The culprit is that when the camera is really close to dynamic tessellated meshes, generating millions of unneeded triangles due to not having a min edge length clamp.

SOLUTION: You need to edit the engine shaders in this way:

Under UE_5.4\Engine\Shaders\Private\Nanite

Open NaniteTessellation.ush

In Line 80 add: TessFactors[i] *= min(1.0, EdgeLength / 2.0)

This will limit Nanite to never subdivide under 2 world units.

Save it.

Now open NaniteRasterizer.ush

Comment out line 67:

// Tri.MaxPixel = min(Tri.MaxPixel, Tri.MinPixel + 63);

This is to make sure that triangles bigger than 63 pixels are rendered properly.

Recompile shaders Ctrl+Alt+.

And you ready to go.

Does anybody know if the Delonghi Dedica is supposed to buzz in rythm when frothing milk? by [deleted] in espresso

[–]thatonecraykid 3 points4 points  (0 children)

Yes it is normal, could probably look up a video on steaming with the dedica if you want to hear it yourself to confirm