#ue5 — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #ue5, aggregated by home.social.
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Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
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Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
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Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
-
Okay. Subtle bug.
A Smart Object (SO) is a structured method to claim an item in the game, so your NPCs can share them more sanely than a free-for-all. The example given is an NPC wanting to go to a car door, open it, and sit down. I'm sure, someday, we'll have self-driving cars with robot drivers, which makes no sense, but I digress.
The SO Subsystem contains a magic bag of routines meticulously crafted to drive programmers insane.
I had 3 actors containing meshes with SO components. When I used the SO Subsystem's call to get the location of the SO's slot, it usually, but not always, gave me the location of a slot in a different SO. It took me a while to discover this euphoric joy.
After much hair loss, I used the actor containing the SO to give me the location of the SO component, which was correct. I'll need to adjust for the slot, but the selection is now correct. The NPC no longer randomly wanders to the wrong SO. I'm beyond grateful that I wasn't losing my mind over this. I've plenty of other reasons, thank you.
Bizarre and maddening behavior. The code has now more print statements than code to help me nail down where the heck it was happening. I'm using 5.6.1, so perhaps this was repaired in 5.7.?.
What do we do when we fix the maddening bug? WE BACKUP OUR CODE! Yes. Yes, we do.
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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I'm not a 3D modeler, but I like to create model drafts for gameplay prototypes inside Unreal Engine, I like to play with modeling mode. That's 181 videos about game dev in my secret place of examples and knowledge
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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Over time I had a lot of static mesh actors with a visual role in the scene and I needed to change the material data. So I created an Unreal Engine blueprint that could do this. Code details in a my secret place of examples
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I have stopped work on the RPG for today. I have to change some things in the code which does the calculations when resources are dropped off. I think it's using a default value occasionally, suggesting that an enumeration was essentially zeroed before it was used. 🤷♂️ Once that's out of the way, I can add combat to this basic state tree, and begin to get rid of behavior trees.
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I have stopped work on the RPG for today. I have to change some things in the code which does the calculations when resources are dropped off. I think it's using a default value occasionally, suggesting that an enumeration was essentially zeroed before it was used. 🤷♂️ Once that's out of the way, I can add combat to this basic state tree, and begin to get rid of behavior trees.
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I have stopped work on the RPG for today. I have to change some things in the code which does the calculations when resources are dropped off. I think it's using a default value occasionally, suggesting that an enumeration was essentially zeroed before it was used. 🤷♂️ Once that's out of the way, I can add combat to this basic state tree, and begin to get rid of behavior trees.
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I have stopped work on the RPG for today. I have to change some things in the code which does the calculations when resources are dropped off. I think it's using a default value occasionally, suggesting that an enumeration was essentially zeroed before it was used. 🤷♂️ Once that's out of the way, I can add combat to this basic state tree, and begin to get rid of behavior trees.
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My son, a 12 year old Half Life fan, recreated some gameplay in Unreal Engine. He did it on the weekend and everything himself, I didn't help him. He took the sounds from the game Half Life 2. He doesn't know how to create VFX yet, but I'll show him how Niagara works when he wants. He's made all the effects here with simple objects and materials
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My son, a 12 year old Half Life fan, recreated some gameplay in Unreal Engine. He did it on the weekend and everything himself, I didn't help him. He took the sounds from the game Half Life 2. He doesn't know how to create VFX yet, but I'll show him how Niagara works when he wants. He's made all the effects here with simple objects and materials
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My son, a 12 year old Half Life fan, recreated some gameplay in Unreal Engine. He did it on the weekend and everything himself, I didn't help him. He took the sounds from the game Half Life 2. He doesn't know how to create VFX yet, but I'll show him how Niagara works when he wants. He's made all the effects here with simple objects and materials
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My son, a 12 year old Half Life fan, recreated some gameplay in Unreal Engine. He did it on the weekend and everything himself, I didn't help him. He took the sounds from the game Half Life 2. He doesn't know how to create VFX yet, but I'll show him how Niagara works when he wants. He's made all the effects here with simple objects and materials
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My son, a 12 year old Half Life fan, recreated some gameplay in Unreal Engine. He did it on the weekend and everything himself, I didn't help him. He took the sounds from the game Half Life 2. He doesn't know how to create VFX yet, but I'll show him how Niagara works when he wants. He's made all the effects here with simple objects and materials
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I wound up moving variables from the state tree to the NPC. It has stabilized behavior, and the NPCs are making no errors that I can see.
Caught a bug I had introduced. I had saved the enumerated value of output from a random number generator, which was twice converted into that enumeration. Instead of using the output of the save operation, which would return the same value, I had erroneously used the output of the final conversion in a switch statement. No no no. That re-runs the random number generator.
"Whee! Houston, we're headed for the moon! Wait. No. Now we're headed for the sun! Hold on. Jupiter! Oh, crap. The sun again, and the software seems to be stuck."
"Oh. Roger, Narcissus I. Steve connected the wrong output and input again. He does that, sometimes. I think he's taking a nap. Or he's reading the book on his face. No. It's a nap. Definitely a nap."
"CAN WE GET TO THIS NOW, PLEASE?"
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I wound up moving variables from the state tree to the NPC. It has stabilized behavior, and the NPCs are making no errors that I can see.
Caught a bug I had introduced. I had saved the enumerated value of output from a random number generator, which was twice converted into that enumeration. Instead of using the output of the save operation, which would return the same value, I had erroneously used the output of the final conversion in a switch statement. No no no. That re-runs the random number generator.
"Whee! Houston, we're headed for the moon! Wait. No. Now we're headed for the sun! Hold on. Jupiter! Oh, crap. The sun again, and the software seems to be stuck."
"Oh. Roger, Narcissus I. Steve connected the wrong output and input again. He does that, sometimes. I think he's taking a nap. Or he's reading the book on his face. No. It's a nap. Definitely a nap."
"CAN WE GET TO THIS NOW, PLEASE?"
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I wound up moving variables from the state tree to the NPC. It has stabilized behavior, and the NPCs are making no errors that I can see.
Caught a bug I had introduced. I had saved the enumerated value of output from a random number generator, which was twice converted into that enumeration. Instead of using the output of the save operation, which would return the same value, I had erroneously used the output of the final conversion in a switch statement. No no no. That re-runs the random number generator.
"Whee! Houston, we're headed for the moon! Wait. No. Now we're headed for the sun! Hold on. Jupiter! Oh, crap. The sun again, and the software seems to be stuck."
"Oh. Roger, Narcissus I. Steve connected the wrong output and input again. He does that, sometimes. I think he's taking a nap. Or he's reading the book on his face. No. It's a nap. Definitely a nap."
"CAN WE GET TO THIS NOW, PLEASE?"
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I wound up moving variables from the state tree to the NPC. It has stabilized behavior, and the NPCs are making no errors that I can see.
Caught a bug I had introduced. I had saved the enumerated value of output from a random number generator, which was twice converted into that enumeration. Instead of using the output of the save operation, which would return the same value, I had erroneously used the output of the final conversion in a switch statement. No no no. That re-runs the random number generator.
"Whee! Houston, we're headed for the moon! Wait. No. Now we're headed for the sun! Hold on. Jupiter! Oh, crap. The sun again, and the software seems to be stuck."
"Oh. Roger, Narcissus I. Steve connected the wrong output and input again. He does that, sometimes. I think he's taking a nap. Or he's reading the book on his face. No. It's a nap. Definitely a nap."
"CAN WE GET TO THIS NOW, PLEASE?"
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
-
A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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A state tree stubbornly insists on running a step without any intended path to it at the time when it runs.
A state tree task runs, a subtask uses values the parent sets, and it calls its own function. When the subtask's function Return Node fires, it re-triggers the parent task like it was a FinishTask. I've got print statements at every exit and entry. It runs until it exits the subtask's function, then restarts. Unexpected and unhelpful. I must not create functions in state tree tasks? This code is about to look ugggggly.
Maybe it works better in 5.7. If only the 5.7 editor was stable in Ubuntu or Linux Mint, I might not need to uglify my code. 😑
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When I eat or wash or sit on the toilet, I always think about game dev. When I decided to make this Unreal Engine material, I won't say. I called it breathing #gamedev #UnrealEngine #UE5 #indiedev
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When I eat or wash or sit on the toilet, I always think about game dev. When I decided to make this Unreal Engine material, I won't say. I called it breathing #gamedev #UnrealEngine #UE5 #indiedev
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When I eat or wash or sit on the toilet, I always think about game dev. When I decided to make this Unreal Engine material, I won't say. I called it breathing #gamedev #UnrealEngine #UE5 #indiedev
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When I eat or wash or sit on the toilet, I always think about game dev. When I decided to make this Unreal Engine material, I won't say. I called it breathing #gamedev #UnrealEngine #UE5 #indiedev
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When I eat or wash or sit on the toilet, I always think about game dev. When I decided to make this Unreal Engine material, I won't say. I called it breathing #gamedev #UnrealEngine #UE5 #indiedev
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Does the next idTech has future with so much Unreal Engine 5 games?
#Videogames #Gaming #Games #Unreal #UnrealEngine #UnrealEngine5 #UE5 #idTech #idSoftware #Doom #Quake #Rage #Wolfenstein #CommanderKeen #SHadowKnights #Hexen #IdTech6 #DoomTheDarkAges
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Does the next idTech has future with so much Unreal Engine 5 games?
#Videogames #Gaming #Games #Unreal #UnrealEngine #UnrealEngine5 #UE5 #idTech #idSoftware #Doom #Quake #Rage #Wolfenstein #CommanderKeen #SHadowKnights #Hexen #IdTech6 #DoomTheDarkAges
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Does the next idTech has future with so much Unreal Engine 5 games?
#Videogames #Gaming #Games #Unreal #UnrealEngine #UnrealEngine5 #UE5 #idTech #idSoftware #Doom #Quake #Rage #Wolfenstein #CommanderKeen #SHadowKnights #Hexen #IdTech6 #DoomTheDarkAges
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Does the next idTech has future with so much Unreal Engine 5 games?
#Videogames #Gaming #Games #Unreal #UnrealEngine #UnrealEngine5 #UE5 #idTech #idSoftware #Doom #Quake #Rage #Wolfenstein #CommanderKeen #SHadowKnights #Hexen #IdTech6 #DoomTheDarkAges
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Does the next idTech has future with so much Unreal Engine 5 games?
#Videogames #Gaming #Games #Unreal #UnrealEngine #UnrealEngine5 #UE5 #idTech #idSoftware #Doom #Quake #Rage #Wolfenstein #CommanderKeen #SHadowKnights #Hexen #IdTech6 #DoomTheDarkAges
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CW: Overlong Unreal Engine game dev explanation. Spare yourselves.
Saving again. I cleaned the code up, removing print statements and other oddities, like dangling, uncalled code bits used when debugging, and discovered a minor bug with food harvesting. It still prints a lot in some classes, but it's useful for now. I have a good audit trail.
There are now 4 resource hunter types - food, trees, gold, and gems. All NPC-collectable resources are Smart Objects. When resource hunters return with booty, it's added to their faction's total. They search for their particular resource to collect. If there is none available, they wander a short distance and pause. Repeat. When they find one, they claim it, walk to it, and use the Smart Object to know where to stand. They warp-rotate to face it, animate the collection, and when they reach a preset limit (meaning they can't carry any more, depending on resource), they then search for a drop-off Smart Object. If they can't find one, or it's busy, they can wander a shorter distance. When they find a free drop-off Smart Object, they claim it, walk to it, dump their goods with an animation, and either go back to the Smart Object they were using (they keep the claim and store the claim handle to use to go back to), or, if the one they have been using is no longer valid (it has been exhausted), search for a new one. Meanwhile, when a resource is harvested, it shrinks to a fraction of its size, or loses its berries, and its Smart Object is removed. If it shrank, it regrows slowly. If it had berries, they eventually return. When it's mature, the Smart Object is replaced, and the resource is made available once again. I'm planning to move gems and gold to a new location to discover. Trees stay put. Same for foodstuffs. And somehow I need to let humans claim the same items. And I want to let NPCs construct buildings. Ask not how. I'm also going to implement seasons for planting, harvesting, etc., so that NPC behavior is varied.
Whew.
Getting to some fun coding soon.