We’ve released the official Blender add-on for ZOZO’s Contact Solver, our open-source physics solver developed at ZOZO, Inc. Blender users, please take a look!
https://t.co/t2kmcaCP2i
#UEFN#FortniteCreative Simple custom items, pickups, and inventory system. Uses a few devices and blueprints, but it's mostly verse powdered!
Wondering why prop movement is so smooth? I found a way to put it on the GPU (fps), instead of the CPU (server tick rate dependent) ;)
Starting in v36.00, we’re switching to the Left-Up-Forward (LUF) coordinate system.
All transforms in UEFN—including those from Actors and Verse—now use LUF coordinates, which brings us in line with industry standards used by 3D tools like Autodesk® Maya® and Universal Scene Description (USD).
Check out our documentation for all the details: https://t.co/004v1dMEq3
@SupremeUEFN Yup. The niagara sim runs on the gpu. You can choose this in the emitter settings. If you switch it back to cpu, the sim only updates as frequently as the server tick rate and its choppy, the same as if calling teleportTo as fast as u can.
#UEFN#FortniteCreative Simple custom items, pickups, and inventory system. Uses a few devices and blueprints, but it's mostly verse powdered!
Wondering why prop movement is so smooth? I found a way to put it on the GPU (fps), instead of the CPU (server tick rate dependent) ;)
[3/3] However, this will change in the future as at GDC they accidentally revealed custom user viewmodels. I hope they bring this change sooner rather than later!
#UEFN#FortniteCreative UMG UI blueprint, stat device, and verse code powered inventory hotbar!
The stat value paired with the UMG Stat view model drives animations on the UMG widget. The trick is using verse code to change the value at specific times.
[2/3] The current limitation with UI is that a blueprint can only be driven by default viewmodels that usually only support the stat/s from one device.
#UEFN#FortniteCreative Custom pickup item class, spawning device, and OBB ray intersections. 100% written in verse code!
Now for secondary ray tests to improve pickup accuracy.
#UEFN#FortniteCreative Made a device that can quite accurately get the bounds of any Fortnite prop, 100% written in verse code!
This data will be used to upgrade the AABB ray intersections to OBB.
#UEFN#verse AABB ray collision math, 100% written in verse.
Jorge Rodriguez, Tavian Barnes, and scratchapixel have excellent resources on the subject
The end goal is a precise raycaster for an item pickup system in Fortnite!
#UEFN entity raycasting using Scene Graph experimental features, 100% done with verse code.
You can get the hit entity from the sweep result, which then you can do things with.
Hope they will let us use fortnite's props with the whole system soon!
@TvanHelsdingen Whats the max capacity your motherboard can take? Mines 128GB and ultimately I want 128GB @ 6000+MT/s. Unfortunately to use XMP and reach those speeds, you can only use 2 sticks. I'm going to use 64GB (2x32) until a 128GB (2x64) kit comes out in the next few years.