Code/Art Wizard @ Everglow Interactive | I made @PartyPanicGame | Looking for 3D generalist to work with, DM me if you wanna work together (see pinned tweet!)
LOOKING FOR A COOL ART PERSON TO MAKE GAMES WITH. PARTNERSHIP, MAYBE WITH FUNDING WHILE WE MAKE THINGS. PLS MESSAGE ME IF YOU THINK YOU FIT!
Info: https://t.co/2EDx0JpJfn
#gamedev#indiedev#unrealengine#gamejobs
You can now cycle through nearby items! Previously you were only able to interact with the single item that was closest! Really happy with how the head (and eye) lookat works with this :)
@s4bishii The DrawDebug gizmos are pretty heavy, so def don't want to be drawing like thousands probably, but I don't have stats to back that up. I only have like a handful being drawn at any given time though ๐คทโโ๏ธ
Unreal Engine DrawDebugBox ScreenSpace.
Turns out I was just overcomplicating things, scaling up the extents based on distance simply works. Rotate the box so it faces the camera, and tadaaa
In Unreal Engine, what's the easiest way to debug draw some simple lines in screen space? Want to make a debug mode that highlights specific actors and draws some screenspace boxes (and text) around them so I can easily locate them in-game when playing
@cranberryclock This sounds like it would need a full Widget blueprint setup though and also manage lifecycle of spawning/cleaning up widgets, which sounds like a headache and a half when I just want some simple debugging visualizers :P Where is the DrawDebugBox ScreenSpace checkbox!
In Unreal Engine, what's the easiest way to debug draw some simple lines in screen space? Want to make a debug mode that highlights specific actors and draws some screenspace boxes (and text) around them so I can easily locate them in-game when playing
@GameDevMicah Been trying this, can't get anything that works and isn't jittery. No need to use ISM can just theoretically scale up the extents in DrawDebugBox directly, but math is hard
@GameDevMicah I am not seeing how that would solve the fact that DrawDebugBox works in 3d and so drawing a box around anything that is far away you still wouldn't see because it would vanish in the distance from perspective?
@Bubble_Stretch Thanks, yea this is one way of doing it. I really don't want to have to do a full widget setup tho. Seems like way too much setup work just for some quick debug, like how you can just DrawDebugString direct to the screen. And having to deal with lifecycle/spawning/cleanup, bleh
@GameDevMicah I don't care about perf. Just trying to draw some screenspace indicators around NPCS so I can monitor their behaviour from afar. Like this MS Paint mockup: Debug sphere/box are drawn in 3d, so they're going to vanish into the distance (even if we draw on the foreground).
@GameDevMicah I suppose I could do some shenanigans of converting NPC position to screenspace, shifting it away from the camera a bit, and then back to world space to get a "close enough" maybe? Idk that feels gross
@GameDevMicah I don't care about perf. Just trying to draw some screenspace indicators around NPCS so I can monitor their behaviour from afar. Like this MS Paint mockup: Debug sphere/box are drawn in 3d, so they're going to vanish into the distance (even if we draw on the foreground).
Been working on new furniture pieces slowly for the last month! Elegant Leafy set and Mossy Mushrooms set! What does everyone think? Any that stand out as super cool (or super lame?)
Substance Painter Question: I have painted some height onto a log, I want to then bake (AO, curvature) from that painted height so I can darken cracks/highlight edges. How do? Maybe not _bake_ but get that data in a filter or something?
Okay so PSO's are now properly precompiling on my main menu which makes the stuttering much less on map load, but this precompile is NOT being saved between launches. I thought was supposed to? Every time I relaunch the main menu takes a few mins to precompile everything again..?
Struggling with PSOPrecaching today. Following the info here (https://t.co/RvlhncFvox) my understanding was you just enable r.PSOPrecaching=1 and on first load things would be cached, then subsequent loads would use that. But this is not happening? Is there something more to do?
If _something_ was happening I would assume something non-zero on the state PSOPrecache menu, but it's always zero, even if I load back to the main menu and then into game again, or relaunch game. How is this supposed to work?