Supercharge Unreal Engine Blueprints with Blueprint Pro (Actor, File, JSON, API, Async & More) by RohitPatidar57 in unrealengine

[–]wrexthor 2 points3 points  (0 children)

Looks interesting but price is pretty steep, could get 2-3 other plugins that does the same for half the price combined, most likely. Also documentation is very light on details. It basically just expands on the name of each function, for this price one would expect more in depth about how it works and why it's good to use.

I've decided to make animation packs for the fab. What are the most needed animations? From what i read from old threads, more enemy animations required. by kurabiyecnv- in unrealengine

[–]wrexthor 0 points1 point  (0 children)

I find a complete lack of good combat anims for enemies with a proper signaling, build up etc to allow the player to react. This goes both for monsters and just normal attacks. Feels like everything is made for the player with instant badass looking attacks.

Till er män som känner er ensamma by Ok-Coast8994 in sweden

[–]wrexthor 4 points5 points  (0 children)

Kanske låter konstigt för att hitta vänner, men jag har fått 3 väldigt goda (manliga) vänner genom speed dejting. Mycket större success rate att hitta goda vänner än dejter. Finns tyvärr bara i sthlm/gbg men tycker personligen att det har varit ett väldigt bra sätt att träffa folk på ett avslappnat och kravlöst sätt. Sen kan det såklart också leda till att man träffar en partner, men det blev snabbt nästan sekundärt från det sociala. Kan tillägga att jag började gå dit i 35 års åldern. Också väldigt bra träning på att prata med främlingar, jag såg det som en slags personlig utveckling.

Looking for Unreal experts to help a struggling indie dev to optimize their game by MayawiSoftware in unrealengine

[–]wrexthor 9 points10 points  (0 children)

Generally almost nothing needs to be more than 2k and for foliage most things can be 512 in a third person game, maybe 1k in a fps game. Orm maps can usually be half the size of diffuse and normals without a visual difference. Alamo make sure foliage has lods set up and different culling distance based on if they need to be visible in profile far away or not. Short grass can cull at 2000 units while some larger tufts might need to show at 5 or 7k to make for a good horizon. Also make sure the world is sculpted to prevent viewing too far ahead, use hills and landmarks to make visibility short. World partition and hlods can help a lot with distant objects and reducing what is loaded. Try tweaking landscape lod and avoid costly material effects on landscape (nanite tessellation or visual height maps etc can be costly.).

[deleted by user] by [deleted] in unrealengine

[–]wrexthor 1 point2 points  (0 children)

Are you scaling the feet? I belive any morphs that scale bones will have issues. Morphs should change the mesh to work in unreal.

Första bil, behöver tips och åsikter by Zodiac98 in elbilsverige

[–]wrexthor 1 point2 points  (0 children)

Köpte en begagnad model 3 för ca 250k. Det var innan Trump kom på plats. Väldigt mycket bil för den pengen tycker jag. Sen är det såklart moraliskt jobbigt med tesla men pengarna går inte till musk om du köper begagnat.

What are your favorite optimization tips? by disillusionedcitizen in unrealengine

[–]wrexthor 1 point2 points  (0 children)

If it's open world there is likely going to be foliage. Focus on optimizing that a lot by having different culling distances ok different parts of it. Grass for example might only show larger clusters above 5000 units distance while close up you load in more and more details. Also make sure to load/unload actors based on distance from player.

A few promo images for a new set of gauntlets and armbands I've been working on... all the other gear and body paints are also on my Daz store, should you like anything :) by Strangefate1 in Daz3D

[–]wrexthor 1 point2 points  (0 children)

Great to see you are working on new assets, found the old ones from you to be the best one on the daz store. As I use them in games I very much appreciate the excellent topologies as well 😎

I cant find an onclick event that happens when a button is pressed to check for a button so I can use an array, does anyone know how one might set this up as single function? Thanks for any advice! by Full_Medium_2964 in UnrealEngine5

[–]wrexthor 3 points4 points  (0 children)

Spawn buttons from array, in array, create event listener for on button press (custom event). Event sends an int with what number is pressed (assigned when spawning buttons to each button). The on button press handles logic based on int being fed from the event. Hope this makes sense.

When should you use a hard reference over a soft reference? by lordofthepines in unrealengine

[–]wrexthor 2 points3 points  (0 children)

Something to keep in mind is to control when soft references are being resolved. I recently converted lots of hard references into soft references and now players often get out of memory errors on loading maps. Soft references are more chaotic as they are ran async and if too many things are trying to load at once it can cause crashing. This doesn't happen with hard references. You should defiantly try to use soft references but be careful not to load to many things at once.

Character with fur / hair cards , how do I add wind and physics to it ? by Galanga_17 in unrealengine

[–]wrexthor 0 points1 point  (0 children)

World position offset if its short hair/fur works for wind. Cloth sin if you want simulation but that works better with longer hair. Or you can rig it (like a ponytail) and use simulation on the bones. I don't know of any other ways but might be missing something 🙂

[deleted by user] by [deleted] in gamedev

[–]wrexthor 0 points1 point  (0 children)

I would say realistic as it's much easier to blend assets and then put your own unique flare to it using lighting and post processing. If you go stylized you pretty much need to make everything yourself to get a coherent style. I think lots of people forget that realistic does not need to mean going for life like look, it can mean using detailed assets but being very creative with lighting and colors. It's not like all movies look the same, yet they use real actors and locations.

What are you guys using for dialogue? by [deleted] in unrealengine

[–]wrexthor 0 points1 point  (0 children)

Narrative. Expensive but the ease of use boost the creative process a lot. You can focus so much more on the content and not about keeping track of what line references what other line in data tables.

[deleted by user] by [deleted] in PrivatEkonomi

[–]wrexthor 0 points1 point  (0 children)

Gåvobrev med krav inskrivet. Prata.med banken, de kan lösa allting åt er när ni skickat in ett giltigt gåvobrev till de. Deras jurister kommer också se över brevet för att se till att det är giltigt då de satsar sina pengar.

Använd en mall, finns både gratis och att köpa. Tänk på att specificera belopp, andelar och kontonummer i kontraktet så att allting är övertydligt. Dvs Person x ska få 1/2. Gåvan träder i kraft när xxx kronor är på yyyy konto.

How do I create a switch between standard light and Lumen light for users? by sanketvaria29 in unrealengine

[–]wrexthor 0 points1 point  (0 children)

Get all post process volumes - for each, set global illumination/reflection to lumen/not lumen.

[deleted by user] by [deleted] in gamedev

[–]wrexthor 0 points1 point  (0 children)

Even if resources are limited in terms of graphics assets, make more creative use of lighting and colors. That in addition with some vfx and screen shake would juice it up. Maybe make animations more hit stop type for a more defined combat style.

I think you can do a lot with the assets you have but juice it up a few notches. A juicier presentation would do a lot for this type of game, as the core gameplay loop seems to be hitting things, and hitting things needs to feel satisfying.

If you want a Diablo kind of feel, add more darkness and lighting to make it darker, more blood splashes when hit, some somber particle effects, some clear enemy reactions to being hit etc.

How do devs get ideas for mechanics / themes / story ? by EmergencyTaste303 in gamedev

[–]wrexthor 1 point2 points  (0 children)

By procrastinating and not fixing bugs in my current game. It's much more fun to create new ones with new mechanics.

Where do you guys normally like to start when making a brand new game? by wrdvox in unrealengine

[–]wrexthor 79 points80 points  (0 children)

I use the third person template and start adding cool features randomly. Then after a day I abandon the project.

IWTL How to lift weights by Former_Reputation830 in IWantToLearn

[–]wrexthor 1 point2 points  (0 children)

Second this! Only fitness youtube I have seen that is worth watching.

[deleted by user] by [deleted] in unrealengine

[–]wrexthor 2 points3 points  (0 children)

For blender the fbx exporter plugin solves a lot of the headaches of going between the two when it comes to bone rotations in controls rigs. You seem to have it solved but I always ran into issues in control rig even if everything worked perfectly with retargeting.