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Resize the preview port to the right size before starting (manually, using the mouse.) I don't think there's another way. Play in editor in a separate...
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in AnimationThis is because the PATH of the skeleton has to be the same (or maybe even the asset ID -- I'm fuzzy there.)
You can select all the animations and...
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jwatte replied to Degradation from 4.26 to 4.25 -
jwatte replied to Grenade often moves through meshesThis is already built in to the engine; something like "spawn radial damage at point" which will find all damage-able actors within radius and...
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jwatte replied to NPCvCrowd Gather In Formationin AnimationCreate an separate Formation actor with many "slots" (be they sockets, or scene nodes, or whatever.)
Tell each Pawn to seek the position...
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jwatte replied to Change a Boolean in the editor?That should Just Work. If it doesn't work, maybe you're doing something to that value in your construction script?
Construction scripts are...
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jwatte replied to [solved] How to add sockets in Blender?in Animation -
jwatte replied to How can I achieve this look in Unreal?in RenderingI can think of a few ways it could be done:
1) they could have painted the shadows on the floor
2) they could have put an "area...
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jwatte replied to 4.26 performancein RenderingAt very high frame rates, CPU performance is more important the GPU performance. Thus, differences on the "black level" are almost certainly...
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jwatte replied to [solved] How to add sockets in Blender?in AnimationIt is my belief that re-importing a mesh doesn't kill any of the additional data you've added to the mesh. I could be wrong, though? Some data might go...
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jwatte replied to 3D UI plugins?UMG (the built-in, blue-printable animated UI builder in Unreal Editor) supports being placed in 3D (in the world) using the WidgetComponent.
It's...
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I have a somewhat similar setup, although it's a third-person game.
1) In my player controller, when I get On Right Mouse Button Down, I...
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in RenderingEarly Z culling can only do so much (and depends a lot on the specifics of hardware and scene.) If you use the various performance tools, what do they...
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Does the foliage have lots of large, invisible, areas? Large cards with a transparent texture might still be selected when clicked. (That's also a bad...
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You may need to turn that "trimesh" into a set of convex pieces for the rigid body solver to work with it. You can do a reasonable job of this...
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jwatte replied to How to Simulate Physics to Add TorqueThe "character" class has its own not-really-physical movement component. You have to make a Pawn subclass, and add your own collision/body...
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I believe you can use trimesh primitives for some of the shapes, but you want at least the wheels to be round (cylinders, ideally, although spheres, or...
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jwatte replied to UMG Progress Bar tint producing wrong huein RenderingMy guess is the problem is that the image size is 0,0, and it's not stretching across the full background, and the rest of the rect is then covered in...
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jwatte replied to How to monitor/manage VRAM used by game?in RenderingTry perhaps:
stat TextureGroup
More counters here: https://docs.unrealengine.com/en-US/.../PerformanceAn...
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In other engines I've worked in, that's pretty much always how it's done.
You may have to build the car "manually"...
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