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Iterative Design for Comfort - April 9

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  • replied
    Thank you for the project files, I asked for the sources of the in editor ticks and spheres draw, but hadn't time to look at it until now xD

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  • replied
    Thanks VictorLerp! I forgot to check back for an answer ha ha, it's been a while. OK: so my question is: I did the vizcomponent just like in the stream and almost everything worked ok, but the little tick box implementation (that would allow me to leave the lines and debug spheres on even after I have deselected the actor in the editor preview window) was not working while I was in the editor and I was trying to access it from the Details panel. It was greyed out. I could only use it in the Blueprint window of the actor itself though... I think I followed the code to the letter. I'm going to have to check the stream again in case I missed anything, but at the time of implementation I downloaded the project you guys provided. Is it possible it's not the fully updated one or something?

    Thanks!

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  • replied
    CodingRook Anything related to the livestream is welcome in the announcement thread

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  • replied
    Hi there. Is this the correct place to post a technical question in regards to the implementations described in this video? I tried something demonstrated by Richard in my project but there is a small bug that I can't fix.

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  • replied
    VictorLerp It would certainly draw in viewers from all sorts of specialties as well and spark further interest in Unreal Engine.

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  • replied
    steve1222 That'd be great!

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  • replied
    How about a live stream where you talk with someone from Square Enix team about various things they achieved in Final Fantasy 7 Remake?
    Last edited by steve1222; 04-09-2020, 05:44 PM.

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  • started a topic [LIVESTREAM] Iterative Design for Comfort - April 9

    Iterative Design for Comfort - April 9

    Click image for larger version  Name:	200409_IterativeDesignForComfort_Lower.jpg Views:	81 Size:	299.0 KB ID:	1743093


    WHAT
    This week we'll focus on building functionality that helps designers understand what's going on in the game levels they're building. Little features, like simple debug indicators in the level editor, or easily-accessed Blueprint functions, can greatly increase the speed and comfort of their work while also reducing user error and frustration. We'll also discuss how to iterate on code and design, to avoid impacting users when underlying code changes take place.

    WHEN
    Thursday, April 9 @ 2:00PM ET - Countdown

    WHERE
    Twitch

    WHO
    Richard Hinckley - Senior Documentation Engineer
    Victor Brodin - Community Manager - @victor1erp

    RESOURCES
    Project Files

    https://docs.unrealengine.com/en-US/...ges/index.html

    https://docs.unrealengine.com/en-US/...cts/index.html

    https://docs.unrealengine.com/en-US/...nts/index.html

    https://docs.unrealengine.com/en-US/...ers/index.html

    ARCHIVE
    Last edited by VictorLerp; 04-13-2020, 01:40 PM.
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