Testing exploding barrel physics
Description: Set up a scene with a bunch of barrels — just to see them fly apart nicely across the area. I think it worked.
Description: Set up a scene with a bunch of barrels — just to see them fly apart nicely across the area. I think it worked.
Has anyone got any clues as to what could be causing this weird stretching from the clothing? In mt BP for my character the issue is visible as shown, however in the SKM component its fine. Same way its clearly fine in blender. The issue is getting annoying.
Короткий ролик, що передає атмосферу гри «Night Record: Thin Walls» — психологічного хорору, заснованого на реальних подіях, дія якого розгортається в пострадянську епоху.
У грі робиться акцент не на раптові лякаючі моменти, а на реалістичні локації, тиху напругу та ледь вловиме відчуття тривоги.
Місце, де спочатку все здається нормальним — доки це не перестає бути так.
Якщо вас зацікавило — не забудьте додати гру до списку бажаного.
Hello, I'm in the process of making my first game. Just to be brief, it's an exploration-based Backrooms game. I am going to start modeling the pool rooms, and I wondered what you think of the tiling texture I made myself.
Would broken tiles suit? How about grunge? Not 100% sure atm, thought I'd ask the community.
P.S: These shots are test shots, tiles placed on roughly placed cubes. I've already set my texture to be world-aligned.
Thanks for the massive feedback on the previous post! I've addressed most of the issues that were raised and moved forward quite a bit, but there are still many things to improve. I'm genuinely hooked on this project and pushing hard to bring it to a quality you haven't seen in a game before. I hope you like where it's going and I'd love to hear your thoughts again.
Previous post:
https://www.reddit.com/r/Unity3D/comments/1sy1jsu/this_is_the_movement_system_i_always_wanted_to/
QUESTIONS FOR YOU
Head Bob: This makes movement natural and gives the body weight, but I know it causes discomfort if overdone. Does the current amount feel balanced or is it still too much?
Camera Roll: I stabilized the camera and overlaid a roll based on body lean (visible when cornering fast). The video shows both versions. Do you prefer the lean roll or a completely flat horizontal camera?
THE ANTI-NAUSEA SOLUTION
The main concern from last time was camera movement causing discomfort. I implemented three layers of stabilization to address it:
AVAILABILITY
I am currently offering the locomotion system for licensing. I am also open to full-time or contract roles to integrate this architecture into ongoing projects. If your studio needs a system like this, let's talk.
ABOUT THE SYSTEM
Several things always bothered me in military games: characters that snap direction instantly, players who jiggle left and right without weight and momentum to dodge bullets, sliding feet, and the head-glitch exploit that lets players shoot without exposing themselves.
Key features of my system:
PERFORMANCE
It takes about 0.5 ms to calculate all the system and IK solver together on my old machine. I have not done any optimization so far. I'm currently using Final IK, and later plan to switch to Unity's Animation Rigging package which uses worker threads for IK calculations and should give a significant performance boost. I also plan to add refresh throttling and LOD for distant units.
FOOTNOTE
During the work I understood why systems like this are so rare - it's extremely hard to build well. In real life you just walk. Here you have to break down every type of step you take and figure out how to implement it in code, while keeping everything clean and solid. If you duct-tape any issue, you will pay for it on every step after that.
Made entirely in UE5, absolutely no AI involved. Let me know if this breaks any rules.
I am trying to create a mechanic in my grid-menus where if you attempt to move an item to a grid inventory with no room for it, it returns the item to its original location. In these menus; the inventory update is triggered by an event dispatcher which runs the "Refresh" function on the widget for that grid. The issue is when I attempt to use this return mechanic going from a chest > the equipment slots, the event dispatcher is called but Refresh function does not run.
The return mechanic works in every other way however. If I want to go from the personal inventory > the equipment slots or a chest > the personal inventory it works fine. Does anyone have an idea why a properly Binded and Called event dispatcher like this would not work?
Hey, first time posting. I am a 25-year-old college graduate. For the past year, I have been trying to find a job as an Unreal Artist but haven't been successful and am really lost rn.
I am not sure what to do or what career path(as an unreal artist) to take. Does anyone have any advice?
Here is my art station link if anyone is interested https://www.artstation.com/sparshs18
No context really.
tried to mix a bunch of concepts like re targeting, collision detection, custom animations and line traces.
pd: gomu gomu machinegun!
I’ve been learning UE5 and know how to make pretty good cinematics, but it would be nice to work with someone who knows blueprints/general UE5 functions. I am a writer/designer but have been able to create basic player blueprint interfaces with YouTube tutorials.
I have a story and concept art going as well as world building, and have been able to create my own widget assets, thumbnails, etc. Would anyone be interested in collaborating?
Hey guys,
A few weeks ago we posted the reveal trailer for Trivals, our 3v3 PvP hero-sport game.
The feedback was really helpful. The main thing we understood was that people were left unsure what the game actually was: a sport game, a PvP game, or a team fighting a boss.
So we went back and made a new version.
We cut it down from around a minute and a half to one minute, and tried to make the core idea clearer: two teams fight over the ball, pass to charge it, and try to score by hitting weak points on a living goal/guardian.
We also fixed a technical mistake from the first trailer. The gameplay was recorded at 60 FPS, but the final video was exported at 25 FPS ^^", which made the footage feel worse than the actual game. This version should feel closer to how it really plays.
Curious what you think of this version now.
Steam page for anyone who wants to check it out:
https://store.steampowered.com/app/2532110/Trivals/
Im running a listen server setup. I have a weird issue. Game starts, players spawn and get teleported to their spawn locations. Now the client goes and picks up the weapon, it attaches to him, but then I have a problem with starting location of line trace (which is the socket on the attached actor, though whole actors location is not right) was wrong. - Im testing on a create/join session with advanced sessions plugin, this does not happen with just putting 2 players on the map.
Anyway, line trace start location is wrong UNTIL the server player rotates the mouse( - camera controlls player rotation as well), that fixes the vector mismatch and start location for line trace starts working for all clients.
Really confused on how this could be a thing and I have no idea whats causing it. Spent a whole day debugging to come to this conclusion. This bug carries over to the fully compiled game with Steam sessions so its not some PIE issue.
Any help would be appreciated.
Hi, I was tryna do a clean blend to the player, but right when the blending happens, it starts to lag as you can see in the video. Does anybody know how to fix this? Thanks!
Looking to get a MacBook Pro and wondering how people feel about the experience. A lot of information I've seen online is "it runs on M2 processors" but results seem to vary. I've heard from folks who have an M4 processor that Lyra consistently crashes the engine.
In particular I'd be keen to hear about the specific models folks have and the limitations they've found, i.e. what kind of project are u making, how resource intensive, has anyone tried running Lyra and how did that go etc.
Also has anyone managed to compare the Pro and Max processors and is there any huge noticeable difference in between the two or does it get to a point where if you don't do resource extensive activities (e.g. Editor launched through the IDE with a debugger attached, running multiple clients on a separate server or having multiple packaged builds open etc) then the Pro would pass as well? Does it need to be specced out?
Thank you in advance for any answers!
So, I have this frustrating bug or configuration issue I cannot seem to find an answer how to fix: Pretty much like the title, suddenly some Wwise events inside UE are just dead silent now, used to work before. And after playing one time in the editor the sound is completely gone, I have to restart the editor to have sound again. Even if I find the wwise event on the content browser and play them, it´s just dead, for the most part of them.
I ran the Wwise profiler and it seems to be firing the events correctly, also, all events play correctly inside of the Wwise editor. Normal UE source audio and metasounds sources work without any problem.
Using Wwise 2025.1.6
UE5 5.7.4
Any ideas would be appreciated!
Thanks for the massive feedback on the previous post! I've addressed most of the issues that were raised and moved forward quite a bit, but there are still many things to improve. I'm genuinely hooked on this project and pushing hard to bring it to a quality you haven't seen in a game before. I hope you like where it's going and I'd love to hear your thoughts again.
Previous post:
https://www.reddit.com/r/UnrealEngine5/comments/1sy75rk/this_is_the_movement_system_i_always_wanted_to/
QUESTIONS FOR YOU
Head Bob: This makes movement natural and gives the body weight, but I know it causes discomfort if overdone. Does the current amount feel balanced or is it still too much?
Camera Roll: I stabilized the camera and overlaid a roll based on body lean (visible when cornering fast). The video shows both versions. Do you prefer the lean roll or a completely flat horizontal camera?
THE ANTI-NAUSEA SOLUTION
The main concern from last time was camera movement causing discomfort. I implemented three layers of stabilization to address it:
AVAILABILITY
I am currently offering the locomotion system for licensing. I am also open to full-time or contract roles to integrate this architecture into ongoing projects. If your studio needs a system like this, let's talk.
ABOUT THE SYSTEM
Several things always bothered me in military games: characters that snap direction instantly, players who jiggle left and right without weight and momentum to dodge bullets, sliding feet, and the head-glitch exploit that lets players shoot without exposing themselves.
Key features of my system:
PERFORMANCE
It takes about 0.5 ms to calculate all the system and IK solver together on my old machine. I have not done any optimization so far. I'm currently using Final IK, and later plan to switch to Unity's Animation Rigging package which uses worker threads for IK calculations and should give a significant performance boost. I also plan to add refresh throttling and LOD for distant units.
FOOTNOTE
During the work I understood why systems like this are so rare - it's extremely hard to build well. In real life you just walk. Here you have to break down every type of step you take and figure out how to implement it in code, while keeping everything clean and solid. If you duct-tape any issue, you will pay for it on every step after that.
Thank you to everyone who's been using it, filing issues, and sharing feedback. It means a lot.
Two follow-ups from the last thread:
Pricing: based on your feedback, UE-MCP is staying free for individuals and businesses, no paid tiers.
On Epic's native MCP: thanks to everyone who flagged it. I'm genuinely excited to see what they ship. My hope is that their implementation covers the internal APIs comprehensively, which would free me up to focus on the higher-level stuff: the flow engine, PIE puppeteering, editor navigation, and making the ue-mcp plugin framework as kickass as possible.
If you haven't had a chance to check it out yet, please consider doing so!
[ue-mcp.com](https://ue-mcp.com)
For the past two years, I’ve been working on my own psychological horror game with elements of drama. The game is called Nightmare Within
Throughout the development process, I’ve significantly changed the visual style. The game has literally been transformed beyond recognition. This was prompted by feedback from the CGI artists regarding the old lighting. I was, of course, resistant and didn’t agree. But as a result, I completely overhauled the lighting, redesigned the levels, and switched to Lumen global illumination. And the game started to look noticeably better. I’m still trying to perfect the visual aspect of the project. But I’m interested in hearing people’s opinions here. Does it stand out from other indie projects?
Anyone who’s interested can, of course, find out more about my game on the official website I recently launched. There you can find dev logs, links to social media, and a link to Steam.
Thanks in advance to everyone for your feedback. I’d be interested to hear any criticism)The teaser is a bit out of date now; it will be updated when the demo version of the game is released
What do you think about the feedback and sound effects?