Sorry if this question has been asked a shitton, but where are there current resources on learning UE4 and blueprints?
Most of the stuff online are around 2015 - 2017, and I've heard that lots of deprecation has been going on in the API in recent versions.
Some stuff has changed, but I not so much that the older resources are useless. You should still be able to follow most tutorials if they aren't really old.
https://files.facepunch.com/forum/upload/237769/55460acb-a7ec-412c-b561-6ad6be9d7450/Untitled Party Game Preview Standalone (64-bit_PCD3D_SM5) 4_21_2018 7_00_46 PM.webm
I finally got my ass kicked by math hard enough to finally understand how to use modulo/modulus/% to keep my arrays in length. With that, I made a nice and scalable (at least until I find a way to break it) function so it could be called in a lot of different places. Next step is redoing the dice code I did in a prior prototype to be similarly open and moving the player with that.
https://files.facepunch.com/forum/upload/237769/91b97b41-ed72-4e35-8a49-3b5877732b65/Untitled Party Game Preview Standalone (64-bit_PCD3D_SM5) 4_26_2018 11_38_29 PM.webm
I'll create a "What are you working on thread" pretty soon for this project, but here's the current progress (again). I've figured out a "rollover" state that can be toggled on and off and basically allows for looping movement within one spline, or switching between multiple depending on where you are.
On the way, I switched a lot of InputAction events to InputAxis to save on blueprint complexity, but with that change has come a lot of... issues. I've been trying to figure out ways to slow down things artificially (Outside of the delays which are... kind of ugly and utilitarian at the moment) but I've hit a complete roadblock. So, what do you guys do to slow down for loops, axis events, etc?
I usually just put a delay on the loop, either in C++ or in blueprints. Nothing wrong with that IMO.
Maybe you can see if you can make some of your loops timer based instead, but this might not be possible with blueprints in all cases
I genuinely have no idea how stencils work. Like I've been reading up on this stuff, but for me it still acts like black magic. I'm trying to do a sort of mask, where I can draw a certain object only when its being overlapped from another object. For example, like how an EOTech works with it's crosshair. It feels like it has this depth like its way further in than it actually is, so you know, logically you could simulate this by just putting it forward from the scope and then making it render only though the scope right? Well I got the exact opposite effect somehow:
http://4o3.nl/2018054ee8ff11.webm
Like can someone explain how this stuff works like I'm a six year old or something?
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