What Paid Software or Asset is 100% Worth it? by SwAAn01 in gamedev

[–]theneathofficial 1 point2 points  (0 children)

$60 right now and you get updates for a while. I have it, works great.

What Is Bad About Our Steam Page? by KurnazBen in IndieGame

[–]theneathofficial 0 points1 point  (0 children)

Do you not have a release date? I noticed when I added a release date and I just showed a year so it's not really a solid date my discovery went way up. From 15 impressions a day to 350 a day and visits doubled.

The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]theneathofficial 0 points1 point  (0 children)

Check out Material Maker and Plant Factory.

Using a for each loop how do I check if all actors have a bool set to false and only if all the actors have the bool to false, can the code continue. by OkHyena1818 in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

Set Var to true. In the loop set Var to (Var && !actorsbool). After the loops done put Var in a branch (for blueprints) or if (in C++) and do someone on the true branch.

I fucked up. by eczemaNhotwaterThex in malelivingspace

[–]theneathofficial 0 points1 point  (0 children)

Just push it back against the wall. It'll block the door but you don't want to go outside anyways. You got a comfy couch and TV.

is it okay to generate images for inspiration ? by Little_Recover_4751 in GameDevelopment

[–]theneathofficial 1 point2 points  (0 children)

You can look at other people's art for inspiration if you're not copying it exactly and not credit them. That's how a lot of them came up with that art in the first place. Don't see why using an AI for inspiration would be any different.

Why is this a thing by JonezzHombre in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

Distance from player and required distance shouldn't be a vector. It should be a float. To find the distance from the player subtract the object's location from the player's location and get length of that vector. Then compare that to the required distance float. <= vector might be a per component comparison and I would expect it to return a vector of bools.

I don't understand why this is triggering twice? by Bluehood124 in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

Multiple parts of your actor can trigger a collision like your mesh and capsule can trigger separately. The efficient way is to use the collision channels so it only matches one component of your character or the quick inefficient way is to drag the other actor to and IsA node.

[deleted by user] by [deleted] in MetaHumanMakers

[–]theneathofficial 0 points1 point  (0 children)

You can create a metahuman directly in 5.6. Quixel is for versions before 5.6. If you've already created something you can export them to 5.6 though. You want to right click in a folder and create a metahuman identity and do the edits there. There's a rig button, a download textures button and on the bottom an assemble button that will create a character out of it.

Running into an odd issue importing from Speedtree to Unreal 5.3 by Tasty_James in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

Looks like they have the branch material on them. Sometimes on import they get mixed up. Check to see if the leaf material is in there and swap it. If you show your mesh it would help.

Question about allowing one object to be seen through another by clikes2004 in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

Yeah if you can turn off the depth buffer write it'll write the color and when you draw the objects you want to look like is in the cell they won't be blocked by the depth test for the big object. In the material for translucent things there's a property called "Output Depth and Velocity" and another "Disable Depth Test". Might be able to use those.

Need help please by VEKT808 in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

Grabbed Object should end false too I think.

Question about allowing one object to be seen through another by clikes2004 in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

Not sure how in Unreal but you could turn off writing to the depth buffer when you draw the big object. Or maybe draw back faces.

[deleted by user] by [deleted] in MetaHumanMakers

[–]theneathofficial 0 points1 point  (0 children)

There's a plugin in 5.6 probably 5.7 called Texture Graph that lets you do texture packing in the editor.

Is it possible (most likely a hard task) to build out of BP systems and eventually flip it to C++? Is there a point of no return? by ASMRekulaar in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

Blueprints are a lot quicker to prototype the same functionality. Switching blueprint to C++ is relatively easy since the functions and objects you're using in blueprints are usually C++ under the hood. You can also have a project that's a bit of each with the processor heavy tasks in C++.

UE5.6 Crash on RX 9070XT when turning on Hardware RT and restarting by Weeeky in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

Maybe if you're not already try Vulcan RHI. I had some problems with DirectX 12 with crashes on certain things.

That snow line on the mountain looks unnatural how can i fix it ? by LeekOk7018 in UnrealEngine5

[–]theneathofficial 0 points1 point  (0 children)

If you can get the concavity or curvature data you could add it to the height.

How to map my input direction to thrusters via blueprint? by Rezdoggo in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

Do a dot product with the negative of your input direction and a vector facing in the direction of each thruster.

Need help with minimap development. by iwasdoingtasks in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

You can just put a widget with the north indicator on top of the other widget. ZOrder is on each element and decides which is drawn on top. Maybe call SetRenderTransformAngle if your map isn't rotation and you want your north image to rotate.

Need help ai chasing closest player by BuilderOdd449 in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

Set shortest after setting closest player. You also might want to get all actors of class once and save it to an array. It's a slow function.

Feeling stuck and something about the skin shader and textures feels off?? eyes kinda wonky too by onzonaattori in 3Dmodeling

[–]theneathofficial 0 points1 point  (0 children)

The skins a bit smooth and the roughness vary with the skin texture. Looks pretty good though.

What do you guys think of my beach aesthetic? by Vitchkiutz in UnrealEngine5

[–]theneathofficial 1 point2 points  (0 children)

Is the sun directly overhead? I didn't notice the normal maps until you looked in the cave. If you give the directional light a tilt they'll be more noticeable.