@assethoardapp Heya, I wanted to ask, does it have the ability to tag/version assets? E.g. can I say game1 has version 1.1 of an asset and game2 version 2.6?
This kinda method also opens up Realtime compositing in UE for the really desperate(Like me). I hope to refine it further so that I only need one scene capture.
Anybody using post processing cel shaders knows built in fog is a royal PITA because it composites in before post processing mucking up all your colors.
I've got it playing nicely in post processing in the most unoptimized, resource wasteful way possible
#gamedev#UnrealEngine
My actual implementation is even uglier. I'm too dumb at the moment to figure out how to mimic the colors 100% of the main camera so I'm spitting out 2 or 3 other buffers from other scene captures.
I hope I can enable this is a super spec graphics settings one day in my game.
Using this I can take one capture with fog and subtract another capture without. Perform any operations I want and then composite the fog back in.
It's ugly but if you're desperate and don't want to rewrite engine code then this is a quick dirty way to do it.
It's no engine modifications done right in the post processing but the ugliness is yet to come!
The trick is using UE5.5s new feature where scene captures can mirror the main view.
Do you get sick of hauling gold necklaces, coins and other treasure up and down the mountain.
Do you really just want compact gold ingots to throw at your local merchant.
Then buy a Pocket Crucible™ available in select stores.
#gaming#gamedev#survival
Do you get sick of hauling gold necklaces, coins and other treasure up and down the mountain.
Do you really just want compact gold ingots to throw at your local merchant.
Then buy a Pocket Crucible™ available in select stores.
#gaming#gamedev#survival