[QUOTE=Stimich;52487755]I wish it worked, but it doesn't seem to do anything, at all. Is there something I'm missing?
[img]http://i.imgur.com/eoH2jVK.png[/img][/QUOTE]
I don't have any experience with skeletal animations, but when I've used the "Set Play Rate" node, I've had to follow up with a "Play" node to get it to work - which I understand probably won't look good with skeletal animations.
[QUOTE=werewolf0020;52488609][IMG]https://i.imgur.com/tVQrL0M.png[/IMG]
It works when used with the animation node, No idea how to apply it globally though. Maybe you expose the animations play rate to a float variable in your animation blueprint, then cast to it and set that float variable to negative while reversing time?[/QUOTE]
[QUOTE=Wickerman123;52488993]I don't have any experience with skeletal animations, but when I've used the "Set Play Rate" node, I've had to follow up with a "Play" node to get it to work - which I understand probably won't look good with skeletal animations.[/QUOTE]
I'll see what I can do after work today, and we'll see! Thanks anyway, though!
[B]Edited:[/B]
It works, Werewolf! Whooh! Thanks a lot!
[t]http://i.imgur.com/D6VxBim.png[/t]
[t]http://i.imgur.com/f9HP2yU.png[/t]
[media]https://youtu.be/B-JaYq5uZyI[/media]
Also to reverse particles you do this:
[t]http://i.imgur.com/vUTmLPw.png[/t]
This is inside a blueprint using the particle system.
Got some progress on my bunker.
[img]http://i.imgur.com/GlgvRcj.png[/img]
[img]http://i.imgur.com/N2tXach.png[/img]
Looks awesome man, I don't know how far you are, but if I were you I think I would try and increase the geo detail on some of the props. It seems rather low-res and has kind of a source engine feeling over it. Too many perfect straight edges, needs to be broken up more.
So..regarding custom player movement components...how do you handle Gravity?
To give some context for the 2d platformer im working on i want every change in the player velocity to be instantaneous so no acceleration is ever added.
So for starters, i have some really basic code that just moves the player upwards as long he is holding the space bar
[CODE]
void UMyPawnMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
FVector JumpV;
// Make sure that everything is still valid, and that we are allowed to move.
if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
{
return;
}
// if we want to jump then jump
if (bJump)
{
// "jump" as in move upwards 10 units each tick
FHitResult Hit;
JumpV = FVector(0, 0, 10);
SafeMoveUpdatedComponent(JumpV, UpdatedComponent->GetComponentRotation(), true, Hit);
}
//When should i apply the same but with a negative vector so the player falls down?
// Get (and then clear) the movement vector that we set in ACollidingPawn::Tick
FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f;
if (!DesiredMovementThisFrame.IsNearlyZero())
{
FHitResult Hit;
SafeMoveUpdatedComponent(DesiredMovementThisFrame, UpdatedComponent->GetComponentRotation(), true, Hit);
// If we bumped into something, try to slide along it
if (Hit.IsValidBlockingHit())
{
SlideAlongSurface(DesiredMovementThisFrame, 1.f - Hit.Time, Hit.Normal, Hit);
}
}
};
[/CODE]
Ideally id just like to have something along: Player jumps, Reaches X desired Height at Y desired speed, then falls down at X constant speed
[QUOTE=werewolf0020;52497634]So..regarding custom player movement components...how do you handle Gravity?
To give some context for the 2d platformer im working on i want every change in the player velocity to be instantaneous so no acceleration is ever added.
So for starters, i have some really basic code that just moves the player upwards as long he is holding the space bar
[CODE]
void UMyPawnMovementComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
FVector JumpV;
// Make sure that everything is still valid, and that we are allowed to move.
if (!PawnOwner || !UpdatedComponent || ShouldSkipUpdate(DeltaTime))
{
return;
}
// if we want to jump then jump
if (bJump)
{
// "jump" as in move upwards 10 units each tick
FHitResult Hit;
JumpV = FVector(0, 0, 10);
SafeMoveUpdatedComponent(JumpV, UpdatedComponent->GetComponentRotation(), true, Hit);
}
//When should i apply the same but with a negative vector so the player falls down?
// Get (and then clear) the movement vector that we set in ACollidingPawn::Tick
FVector DesiredMovementThisFrame = ConsumeInputVector().GetClampedToMaxSize(1.0f) * DeltaTime * 150.0f;
if (!DesiredMovementThisFrame.IsNearlyZero())
{
FHitResult Hit;
SafeMoveUpdatedComponent(DesiredMovementThisFrame, UpdatedComponent->GetComponentRotation(), true, Hit);
// If we bumped into something, try to slide along it
if (Hit.IsValidBlockingHit())
{
SlideAlongSurface(DesiredMovementThisFrame, 1.f - Hit.Time, Hit.Normal, Hit);
}
}
};
[/CODE]
Ideally id just like to have something along: Player jumps, Reaches X desired Height at Y desired speed, then falls down at X constant speed[/QUOTE]
Then set up impulse vector, gravity vector, and velocity cutoff check. Then you can tweak both impulses to make the character jump the height and way you want.
snip
[QUOTE=CodeMaster;52495471]Looks awesome man, I don't know how far you are, but if I were you I think I would try and increase the geo detail on some of the props. It seems rather low-res and has kind of a source engine feeling over it. Too many perfect straight edges, needs to be broken up more.[/QUOTE]
Its weird how often people are saying my stuff has a Source Engine look, apparently its both good and bad. Anyways, here is the silo portion of the scene.
[img]http://i.imgur.com/TmjP93K.png[/img]
pls make some sort of game or walktrough of the level it looks so atmospheric
It's being made for the UE4 marketplace, so hopefully someone will turn it into something worthwhile. I was making some gameplay for it but ended feeling like I will run out of time so I scraped that idea.
Your art has the source engine look in the sense that your environments are heavily defined by large BSP-like shapes and clearly defined areas where high frequency detail is present and where it is not. I think this is excellent, nowdays art in game environments is so complex and organic looking it becomes hard to focus on anything in particular.
This is a good talk on this subject.
[video=youtube;GZ99gAb4T0o]https://www.youtube.com/watch?v=GZ99gAb4T0o[/video]
So I have a bit of a predicament with a project at work. I have a city plan made up of like 1000 house models that are all destructible meshes because there's gonna be a bunch of destruction all over the place involved. I'm also using an orthographic camera to make sure there's no perspective distortion. My problem is that as well all know, UE4's orthographic cameras do not like shadows at all, no dynamic shadows are visible at all. Baked shadows would display just fine, but since it's all made out of destructible meshes that can't be made static and can't seem to cast static shadows, I can't bake the shadows. In a smaller scale test scene I got some shadows by just adding the static mesh that the DM is made out of in the same spot with the same transform and just made those invisible, but I can't exactly go and do that with over 1000 DMs. Anyone got any ideas on how to get at least static shadows?
Downloaded latest Steam SDK and I keep getting this error when trying to build the engine. I have updated filepaths, tried including the directory. I have no clue how to get it to compile and Steam implementation is the only thing really left to do before I can start doing alpha testing.
[code]2>p:\unrealengine\engine\plugins\online\onlinesubsystemsteam\source\private\OnlineSubsystemSteamPrivate.h(39): fatal error C1189: #error: Steam SDK not located. Expected to be found in Engine/Source/ThirdParty/Steamworks/{SteamVersion}
[/code]
Fixed the issue but another one seems to be popping up that is still preventing me from building.
[code]2>P:\UnrealEngine\Engine\Plugins\Online\OnlineSubsystemSteam\Source\Private\OnlineUserCloudInterfaceSteam.cpp(356): error C2664: 'bool ISteamRemoteStorage::GetQuota(uint64 *,uint64 *)': cannot convert argument 1 from 'int32 *' to 'uint64 *'2> P:\UnrealEngine\Engine\Plugins\Online\OnlineSubsystemSteam\Source\Private\OnlineUserCloudInterfaceSteam.cpp(356): note: Types pointed to are unrelated; conversion requires reinterpret_cast, C-style cast or function-style cast[/code]
Found a cool side effect of the volumetric fog
[vid]https://my.mixtape.moe/rygxxb.mp4[/vid]
[QUOTE=Shirky;52505556]Found a cool side effect of the volumetric fog
[vid]https://my.mixtape.moe/rygxxb.mp4[/vid][/QUOTE]
Reminds me of the beaming effect in stargate.
[media]https://www.youtube.com/watch?v=2lYQAo2fBVI[/media]
Anybody done any portal stuff in UE4 before?
Essentially what I'd like to do is simulate portal doorways to simulate transporting the player to different biomes in the world, using level streaming with sub-levels to allow me to build out different biomes in different in-game time zones and respective visuals for deserts, forests, mountains etc, something like in this concept picture:
[t]https://cartrdge-east.s3.amazonaws.com/uploads/post/image/32391780-7b77-4edd-9768-a9765a45e951/ydcc6nh.jpeg[/t]
My first thought was to use a level streaming volume when you hit the area in the doorway, but you can't see what the portal is going to stream once you hit the volume from outside of the volume, so the doorway would be blank up until you went through it. I tried expanding the volume outside the doorway bounds but then the sub-level streamed in on top of the sub-level I was in, which is no good. I had a thought to use a scene capture component projecting onto a render texture on a plane in the doorway, with the capture component being moved around the same space as the player camera's position relative to the doorway, which is what you would do if you were just teleporting the player to another location in the same persistent level, but then I'd have to figure out how to get the scene capture to only render stuff in the sub-level, and as far as I know there's no proper way to do that short of editing engine code, which is outside my skill level. The only other thing that I can think to do is to set up a huge-ass connected world with the biomes being sectioned off into sub-levels that are streamed in and out, but then that becomes an issue of restricting the sub-levels in terms of pathing and layout so that they're properly loaded in and out, which is something I'd like to avoid if possible, as it'll just jack up my design time and also prevent the portal setup from simulating the time of day differences on each respective side of the portal.
Anyone have any ideas?
Hey everyone, today I wrote a tutorial on how to create a procedural asteroid field using blueprints in UE4, hope you find it useful!
[t]http://i.imgur.com/YdxbtvN.png[/t]
[url]https://medium.com/@hippowombat/ue4-using-hisms-to-generate-an-asteroid-field-5b0c7f33abf3[/url]
Decided to work on a scene today. Tried to keep it simple.
[thumb]https://i.redd.it/9atjwbi6kmcz.png[/thumb]
How do I get my stopped to running blendspace to transition correctly? I'd like for it to just do a simple transition where as the speed goes from 0 to 500, it transitions the blendspace as it does when you drag the marker in the preview window, but now it seems like when the speed starts going up, it instead seems to try to transition between the standing animation and the starting frame of the running animation and then when it reaches the full speed only then does it properly play the running animation and that just looks bad.
What if you used FInterp on your Speed variable? Maybe that would make the transitions go smoother.
[QUOTE=zombojoe;52522313]What if you used FInterp on your Speed variable? Maybe that would make the transitions go smoother.[/QUOTE]
What would that change though? The character's speed changes pretty smoothly, I can even see that, it's just the blendspace doesn't appear to actually make use of that.
If I had to guess then it might have something to do with additive animations and how its set up in the anim blueprint if it works just fine in the preview.
[QUOTE=zombojoe;52523040]If I had to guess then it might have something to do with additive animations and how its set up in the anim blueprint if it works just fine in the preview.[/QUOTE]
I can't really think of anything that would cause that though. The anim blueprint just takes the velocity of the character and feeds that into the blendspace with the blendspace just being in a separate state that gets entered when the speed goes above 0.
I'm relatively new to UE4, so I'm starting with simple blueprints and materials, as well as replicating things from other games.
I thought I'd share after seeing all the awesome things everyone else has posted here. I replicated the monitor shader from Prey, as a material instance, complete with tons of options like screen resolution, chromatic aberration, interlacing, pixel deformity, pixel grain, saturation, contrast, brightness, and max viewing angle.
[t]http://zombine.me/ss/2017-07-29_18-01-56.gif[/t]
[t]http://zombine.me/ss/2017-07-30_14-37-11.gif[/t]
The base texture is also a parameter, and I hope to be able to use render targets to put UI underneath this once I figure it out.
I did something similar a while back. The distortion and CA on yours looks great. Any tips on how you pulled that off?
[video]https://youtu.be/ImxaPLqwE8E[/video]
[QUOTE=VisceralBowl;52524391]I did something similar a while back. The distortion and CA on yours looks great. Any tips on how you pulled that off?
[video]https://youtu.be/ImxaPLqwE8E[/video][/QUOTE]
Here is how I did it, written in shader format
[code]float2 diffuseUV = (diffuseUV - 0.5) *(1 + 0.0500 * amount) + 0.5;
float2 redUV = (diffuseUV - 0.5) * (1 + 0.1000 * amount) + 0.5;
float2 blueUV = (diffuseUV - 0.5) * (1 + 0.0125 * amount) + 0.5;[/code]
where amount is the amount of aberration on a scale of 0-1.
That makes the CA only appear on the edges of the monitor.
For the distortion, I have an earlier calculation that gets factored into the base texture sampler coordinates. I used two scalar parameters to control the UVs of a perlin noise normalmap, whose red and green channels I add to the panned UV coordinates.
Probably better shown in an image.
[t]http://zombine.me/ss/UE4Editor_2017-07-31_00-23-43.png[/t]
excuse the messy connections, i'm still trying to organize it as best I can.
Tried some controller-aiming thrust movement in space in VR, super fun and terrifying.
[video=youtube;NEpstUXrDLg]https://www.youtube.com/watch?v=NEpstUXrDLg&feature=youtu.be[/video]
[QUOTE=hippowombat;52526840]Tried some controller-aiming thrust movement in space in VR, super fun and terrifying.
[video=youtube;NEpstUXrDLg]https://www.youtube.com/watch?v=NEpstUXrDLg&feature=youtu.be[/video][/QUOTE]
pretty sure Matt Damon did this in The Martian
[QUOTE=foszor;52529833]pretty sure Matt Damon did this in The Martian[/QUOTE]
That was the inspiration for the mechanic. Had to dampen angular movement [B]a lot[/B] for my iteration though, his totally uncontrolled rotation in VR is extremely nauseating.
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