Next week, next post. (In a week, it’ll be three months since I started!)
Changed anti aliasing from Temporal AA to FXAA. It got rid of the ghosting, but I think it gives worse aliasing in general.
Ported the remaining road tools to cpp to avoid blueprint bugs.
Made a first 3D model, a simple fence, but haven’t actually used it yet.
I had a brainwave and used the arrow component to visualize angles.
However, getting the components to actually have the scale and color I set requires forcing a rerun of the construction script, otherwise they are red at scale 1 - any ideas why is that so? Blueprints vs cpp make no difference.
This angle visualizing allowed me to fix the angle checking (I was checking the wrong angle) and from that, I wrote turn smoothing code in cpp that actually works.
It works like that:
if angle less than 100 degrees
if spline point 2, add a point at 3
calculate the offset at 3 needed for the angle at 2 to be 100 degrees
offset 3 by the value calculated
PROFIT!
else if spline point last-2, add a point at last-2 (I know it seems counter intuitive, but it effectively adds a point before our point)
do the same calculations as before
Someone on Unreal Slackers alerted me to the fact that most of the lag with grid manager came from the fact the editor was showing all the data. So I ported it to cpp, as well as the crossings creator. An added bonus, instead of a tangle of nodes, setting a bool on the struct in the array is just a single line of code.
So the project that was originally supposed to be 100% blueprints is now closer to 10% blueprints/90% cpp. The things that happen…