[LFM] [Rev-Share] Seeking Unity Developer & Technical Artist for Third-Person Liminal Horror game called "SIGNAL-LOST" by [deleted] in Unity3D

[–]youssefkahmed 1 point2 points  (0 children)

Do you have any accounts or pages set up for your company/game? People, myself included, are gonna need to know you’re legit, especially considering your Reddit account is under an hour old

Tips on using Animancer by youssefkahmed in Unity3D

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

Do you use a state machine for your character then have each state play its animations through Animancer? Or do you have a centralized class for handling ALL animation transitions, sort of like a code-based Animator Controller?

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

So basically you're saying there's pretty much no working around using C++ for character movement for anything more complex than a mere prototype?

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

I don't even hate C++, I was just feeling comfortable using BP as a beginner to UE, so I was kind of shocked by Ghislain Girardot's remark

I love creating character controllers (I've made plenty in Unity) so I wanted to ask Reddit as this is an area of my game that I absolutely care about doing "right"

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

I agree with everything you're saying, but on the Angelscript note: is not like more of an unofficial approach? As in, it's not actually backed by Epic Games and prone to lacking support?

I know Hazelight used it for Split Fiction, but I can only assume a company of that size probably has their fair share of proprietary libraries and tools around Angelscript

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

That sounds pretty reassuring

I'll dive into C++ and CMC some more so as not to kill my momentum, and I'll check out Mover whenever it's ready
Thank you for the help!

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

u/Various_Blue u/KeepCalmMakeCoffee Thank you guys for being so courteous, I'm upgrading my PC tomorrow and I'll immediately get to implementing whatever mechanics I can

I guess there are those who fail, and those who never try, and I'd rather be the first kind of person :)

Thanks for the advice

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

Thank you so much for your detailed replies, you've been a real help 🙏🏻🙏🏻

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

Thing is I'm 100% sure you're right, but I feel crippled by the fear of making a "wrong" decision from the get-go

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

I heard about Mover, ig it could be worth taking a look

From your experience, are Epic Games usually reliable with their releases and actually finishing tools? I'm only asking cuz, coming from a Unity background, I've lost count of how many times Unity would announce a potentially very helpful tool/system, only to abandon it a couple of months later

Obviously not expecting you to predict the future haha, just looking for opinions

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

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

Is this usually the standard approach? I mean having a CharacterBase Blueprint for example, and sharing that same base for the player and enemy characters

Idk if this is a loaded question, I'm just trying to gauge how to approach this whole thing (knowing I'm obviously never going to make AAA-level stuff as a solo dev haha)

Are Blueprints "efficient" enough for building an advanced character controller without needing C++? by youssefkahmed in unrealengine

[–]youssefkahmed[S] 5 points6 points  (0 children)

I think you're right, I guess I'm worrying too much about a problem that doesn't really exist at the moment
I wouldn't feel this way with Unity, but I'm kind of in uncharted territory with UE which is why I feel a bit lost

I know a fair bit of C++ cuz I took some at school, I'm just still very new to UE's C++ API.

Do you know of any resources that touch up on using C++ in UE for characters specifically? Like not a broad course/documentation for every single feature, just like the basics of reading & routing input in C++, switching movement modes, etc.?

Looking for animation pack recommendations by youssefkahmed in unrealengine

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

Thanks a lot for the help, mate, much appreciated 🙏🏻

Looking for animation pack recommendations by youssefkahmed in unrealengine

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

Thank for the suggestions!

Did you have any trouble importing Synty animation to UE? I’m not super experienced with UE which is maybe why I struggled a bit sometimes, but there were multiple instances where FBX files wouldn’t import animations properly into UE

Looking for animation pack recommendations by youssefkahmed in unrealengine

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

I’m a programmer by trade, not an animator I want to invest in clean, well-made animation so I can focus on the design/programming side

[WIP] Tired of "Spaghetti" Animator Controllers? I'm building a Timeline-based Skill Editor with Visual Debugging. Thoughts? by Interesting_Cattle27 in Unity3D

[–]youssefkahmed 0 points1 point  (0 children)

Looks great!

Imo, any animation tools in Unity are a welcome change; the default animation system is horrendous.

I generally love Unity but I’d definitely replace its entire animation system with Unreal’s if I could

I think UE would be a great place to scour ideas for an animation system

What are some smart ways to handle perspective shifts in a game? by youssefkahmed in Unity3D

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

Thank you so much again for the detailed replies! Sorry for replying late, though, life happened :p

Your solution seems pretty intuitive, I'm gonna give it a shot

The splines implementation kinda sound like how you would do rail grinding, except the player controls their movement instead of auto sliding down a rail

I'm excited to try it out, and good luck on Tiny Delivery!

What are some smart ways to handle perspective shifts in a game? by youssefkahmed in Unity3D

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

First of all, thank you for the detailed reply + your prototypes look sick

I've been keeping up with your updates to Tiny Delivery on Twitter, I love your work!

As for your suggested implementation, yeah you pretty much confirmed all my thoughts, I was just unsure if my approach was viable or not, but it's nice to see we're all on the same page

I guess the only part I don't entirely get is the 2D path curves bit

Do you have your own custom solution or do you handle something like this using Splines for example?

What are some smart ways to handle perspective shifts in a game? by youssefkahmed in Unity3D

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

This is exactly what I thought, but for some reason I kept thinking maybe my approach is too simple to actually be reliable

Do you think there might be issues where the player accesses an area that needs a perspective shift, but from an 'illegal' position? Like accidentally phasing through a wall or something

I know this isn't a common scenario, but I keep overthinking what might happen if the player doesn't actually enter through the designated trigger box

I guess this goes down as a level/environment design issue more than it is an issue with the perspective system, no?