@Weston_Mitchell@amu_mhr Afaik HISMs don't discard vertex colour.
Per-instance you can't have different vertex colours.
But if your StaticMesh had vertex colours saved into it, a HISM with multiple instances of that StaticMesh would have the same vertex colour across all the instances.
@y1_supernoah @Mlickles You get an achievement for it so if you're in need of an extra 5 polychromes it's worth doing.
Zhu Yuan is the only one I accidentally triggered a decrease with before. Don't question her plants.
@Marcodmeatball The music of Arknights is basically the reason I tried the (actually quite good tower defence) game out in the first place.
Felt like it was owed that after listening to its soundtracks for several months.
@milkynoe Your BokuYaba clips (and previous hype I saw while it was airing) reminded me of this show and convinced me to finally spend the last two weekends binging it.
Since it'd been a while since I watched anime it felt like rediscovering my love for anime so thank you! :D
@DanFloydPlus If trailers are allowed then have you seen Inception's studio trailer?
There's a lot to like. Stylish, got a solid anime 3D artstyle, cool looking skateboard mechanics, nice cinematography, some things synced to audio and ofc overall animation quality.
https://t.co/acCbDKxJYE
@HakanssonAugust If in the future one could combine the Looking Glass Go (middle) with the flexible OLED display (right) then it would be plausible.
Atm though you'd need to accept the thickness of the Looking Glass Go.
https://t.co/hFpUYKKkid
@QuodSoler@jevincherries The more complex your combat (invisibility frames, move cancel windows...) the more inevitable many notifies seems to become. Even Final Fantasy VII Reunion seemed to have a tooon of notifies.
From https://t.co/vKCgZ2R55X btw
@amu_mhr Oooh is this potentially another (cheaper?) way to do collisions than distance fields?
Like every particle checks the closest distance to the Physics Asset and if it's bigger than the particle size you'd know you are colliding?
@Reaxt1 Looking forward to this, already played 12 hours on [white label] alone. Sadly was too late for kickstarter but I'll be sure to keep an eye out for the full release๐
@BoisvertRich@VahabAhmadvand@UnrealEngine Should be able to do it with what's shown here. If you run "ToolMenus.Edit" as console command you can look at the names of UI elements in the editor. "Sequencer.MainToolBar" as Menu Owner in this tool should put the button alongside the other Sequencer buttons.
@GregoryRich19 I didn't know that was an option! I'll have to test it more later.
First glance though it causes issues if you have rotation offset on the SkeletalMeshComp.
Could put a transform track on the MeshComp to zero out rotation offsets but that would cause issues blending to gameplay๐ค
@GregoryRich19 Using a BP version of the character in Sequencer and using Import Transforms from Animation Root, then setting the animation to Force Root Lock would allow you to move your player capsule with the motion of your animation. ...but then your Transforms can't be adjusted anymore.
@GregoryRich19 How would you handle this if you wanted this to play on an actual player?
E.g. with Dynamic Binding/Dynamic Possession making this sequence play on the player. You'd want to move your *capsule* to align with the ground rather than Control Rig only adjusting the MeshComponent.
@EugeneDyabin@Ademola_4life The option didn't show up for me in my really old version of Cascadeur but was there when I installed the latest version.
Some other users might be running into the same if they never updated. Worked fine after though!