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sinbad3d.bsky.social
Greybeard. Made engines (Ogre3D), devtools (Sourcetree, Git LFS), now games, Unreal Engine tools & plugins. Baker, coffee nerd, Cat Dad. He/him Code: https://github.com/sinbad Blog: https://www.stevestreeting.com
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Of course you could also just make the exit a separate montage, and do the same Stop/Play trick. But it's nice to have it in one montage to simplify references, and to allow the choice of smooth/pop jump. YMMV
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Thanks Megan ☺️
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And this is the correct version, using the Player Camera Manager. The only thing that changed is getting location / direction from the PCM instead of the camera component.
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This is what it can look like doing a camera ray intersection for object placement using the camera component directly, under changing conditions
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Ah I see, hmm, not sure about that one, will try a start offset first
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Yeah making the start point slightly off to the side is on my list now that I’ve changed it to view-targeting mode, not origin + direction (which is hard to aim when off centre)
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Thanks for the heads up, all I posted was that text link so not sure what BSky did there. Shame they don’t support post editing here like Mastodon
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OK I can see how you might shave off some CPU delay time on each end with that, interesting. I was very happy to find the CustomPreSpawnInitalization hook to avoid the Begin*/OnRep race
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Object pool pattern? I’ve not heard of this in respect of network latency, only in terms of re-using instances to reduce object instance thrashing
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Now with some sounds / fx - and a convenient bin (hole in the ground)
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Thanks" I don't get loads anyway but yeah I've had nothing since the day before Fab launched :/
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You’ve done very well to last this long on 16GB TBH. I went to 64GB with last year’s upgrade and it pains me deeply that yes, I did actually need it (Unreal)
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It was in the early days but they replaced it with their own more specialised engine
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It annoys me that they’re trying to sell it as federated whereas all it can do is pull content from federated sources into a totally proprietary network. Kind of like all tech companies are doing to ingest data for proprietary systems usage (ads or LLMs)
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Thanks! UE is great most of the time. It’s nice to be able to read/debug into the engine when I need to, with no limitations unlike Unity. I’ve been using it for about 4 years now. Having to do things the UE way takes a bit of getting used to but once you have its mostly fine. A bit chonky though 🙃
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That’s the chasing / combat behaviour, I quite like the alert / investigation behaviour I made with this system as well
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Everything else other than SUDS Pro is open source (and in fact the base SUDS is as well) over at my GitHub: github.com/sinbad/
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😊
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Thanks!
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Hi, I work with UE and publish a bunch of plugins (some open source, 1 on the marketplace), can I be on the list?
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I do have 2 “worky” things to show here and I guess it can’t hurt to spread the word a bit. But I’m going to be keeping my main musings on Mastodon (see profile) because fool me once etc. Maybe if BSky follows through on full federation I might trust it as a primary but not before then