Senior Technical Designer at nDreams Elevation, thall enthusiast, dark theme evangelist, viewmodel enjoyer, 7th gen apologist and part-time weeb. He/Him
I've worked on a few traversal systems in my time, but this is probably my best work. This is a really cool game made by an amazing team. I can't wait for everyone to get their hands on it!
@robmclac I just have it as a tab in the same slot as my details/world settings. Converts it from an annoying pop-up to a neat little thing on the side.
@geoffkeene I imagine the tentacles use a simple control rig. Either in a linked animbp or in a post process animbp. Kinda like where you'd put a ponytail or jiggle bones.
@joewintergreen There is this fix from nvidia you could try. Helped a similar issue I was having with dialogues and dropdowns in Unreal. https://t.co/bx6TV9JhMt
UE5 Preview 1 has a revised third person template.
They've got some funky new stuff in the animation blueprint. Really digging these new "State Aliases".
Seems to be a way to share transition criteria between states without adding a ton of connections to the state machine.
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@Corryborry117 If your budget can stretch, I'd opt for an LG CX. The contrast and blacks that OLED provides is simply incredible and can't be matched by LCD. I have a B8 myself, which missed out on the 120Hz and VRR. Otherwise, a damn fine TV. They're also thin A F. https://t.co/xoPcRwTK7o
@RMMcLachlan @joewintergreen I swear there is a better way to do this. But I couldn't find a magic checkbox to deal with this.
Spawn particles as an actor rather than a component, so then when the host actor is destroyed, the particle actor remains intact.