Dylan

@dylanmeville.com

Code/Art Wizard @ Everglow Interactive | I made Party Panic | Now I make waterfalls

Unreal Niagara/VFX Question. Thinking about adding a "ground mist" effect like particle spawns close to the ground and flowing along (for rainy/stormy/misty weather). If the ground is just meshes (not landscape) how could I do this?

Anyone know of workarounds on how to make SetActorRotation on an obj sweep properly? My boat is moved via SetActorLocation/Rotation. SetLocation has a sweep option, so if I move forward (without rotating) I collide properly. But if I don't move and only rotate, I clip through!

Making some huge placeable building parts, I realized I can't take them to the customization shop to change their colours like normal furnitures, so I added paint that you can drop on any item!

Unreal Devs: What do you use for version control? Where do you host? Need to migrate my SVN repo to a new host (old host is shutting down), or choose a new vc+host, and looking for suggestions/input. I solo dev. I like simple. I just throw all my files into the repo

My server host that I've been using SVN with for all my version control (for the last decade!) apparently decided they are fully removing SVN support. I found out today when I couldn't connect to my repo! So annoyed, having to deal with this instead of getting actual work done :|

Love it when I wake up and try to compile my unreal project that works working fine yesterday but today it fails with some random obscure error that was not there yesterday. I didn't change anything! Now I get to spend days probably trying to get things running again.... 😡

Added a 3d item preview in your inventory, so you can see the item (and the customizations on it) before you place it. Will also use this as a details panel for item info!

Is there a way to show this Transform widget gizmo in the asset editor window (left)? Only seems to show up in the editor viewport (right). Would be nice to be able to edit it without having to drag the asset into the scene and then copy the transform over...

I store a list of all the ItemData's in my game (equipment, fish, placeables etc) in a map of (Enum_Item, Struct_ItemData). Enums max out at 255. So I need to change to something else. What are my options? Is this a good usecase for Gameplay Tags?

You can now cycle through nearby items! Previously you were only able to interact with whatever was closest! Really happy with how the head (and eye) lookat works with this :)

Unreal Engine DrawDebugBox ScreenSpace. Nodes in post below Turns out I was just overcomplicating things, scaling up the extents based on distance simply works. Rotate the box so it faces the camera, and tadaaa

Dylan@dylanmeville.com · 2mo ago

In Unreal Engine, what's the easiest way to debug draw some simple lines in screen space? Want to make a debug mode that highlights specific actors and draws some screenspace boxes (and text) around them so I can easily locate them in-game when playing

Been working on a new area: The Dockyard! This is where you can buy/customize your boat! Need to make the froggy NPC who will run the shop here

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In Unreal Engine, what's the easiest way to debug draw some simple lines in screen space? Want to make a debug mode that highlights specific actors and draws some screenspace boxes (and text) around them so I can easily locate them in-game when playing

Been working on new furniture pieces slowly for the last month! Elegant Leafy set and Mossy Mushrooms set! What does everyone think? Any that stand out as super cool (or super lame?)

Struggling with PSOPrecaching today. Following the info here (tomlooman.com/unreal-engin...) my understanding was you just enable r.PSOPrecaching=1 and on first load things would be cached, then subsequent loads would use that. But this is not happening? Is there something more to do?

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How would you model the green mossy bits? Struggling really hard today translating this to 3d. Just sculpt it and deal with the fact that it needs a ton of tris?

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Working on a new furniture and ended up going down a rabbit hole for a week on making thin foliage look extra glowy when looking towards the sun. This is why progress on this game is taking forever 😂

More glowy! By default the two sided SSS for foliage is not very bright (shown at the begining and end of gif) and like you can kind of see the shadows cast through the leaves, but I wanted it MORE. So I edited engine source to make SSS non energy conserving so I can boost the backfaces :D