Instead, here's an image of my "version control".
I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡
Instead, here's an image of my "version control".
I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡
If it isn't obvious, this problem kept me up way too late yesterday so my brain is a little shot tonight. But, I'm super happy that I resolved it so that I can inch ever closer to my ill-defined goal.
If it isn't obvious, this problem kept me up way too late yesterday so my brain is a little shot tonight. But, I'm super happy that I resolved it so that I can inch ever closer to my ill-defined goal.
Before, I was using Dynamic Material Instances but it's a pain to set up the code per material instance. Custom Primitive Data instead only needs one node that applies to every material that shares the same index!
Before, I was using Dynamic Material Instances but it's a pain to set up the code per material instance. Custom Primitive Data instead only needs one node that applies to every material that shares the same index!
The paint UVs are fairly easy to create thanks to Blender's Data Transfer modifier.
The paint UVs are fairly easy to create thanks to Blender's Data Transfer modifier.
Progress is slow and incremental but it's kinda wild that I've stuck with learning UE5 since March 2024. It's just too fun.
Progress is slow and incremental but it's kinda wild that I've stuck with learning UE5 since March 2024. It's just too fun.
But what if it's a large paintable mesh with multiple corresponding Static Meshes? Well, the system just doesn't support it yet. So, I'll be working towards this "sender/receiver" option...
But what if it's a large paintable mesh with multiple corresponding Static Meshes? Well, the system just doesn't support it yet. So, I'll be working towards this "sender/receiver" option...
Dodge Offset causes the final hit of the rapier's YYY combo to bug out. I don't even know if it's some weird root motion or motion warping error but it's neat to see that the hitbox is independent from the animation.
Dodge Offset causes the final hit of the rapier's YYY combo to bug out. I don't even know if it's some weird root motion or motion warping error but it's neat to see that the hitbox is independent from the animation.
Using Dodge Offset, it's possible to infinitely loop between standard and Blood Raven combo strings.
In this example, I am looping between the dual swords' XXXXX string and the Blood Raven XXX string.
Using Dodge Offset, it's possible to infinitely loop between standard and Blood Raven combo strings.
In this example, I am looping between the dual swords' XXXXX string and the Blood Raven XXX string.
By using Dodge Offset, you can retain your offset combo even after an Obliteration Technique.
By using Dodge Offset, you can retain your offset combo even after an Obliteration Technique.
It'll be pretty interesting to compare this to the Ninja Gaiden 2 Black. I do feel that NG2B's lighting looks "better" but I appreciate that NG4's look is more stable and avoids some of the gathering artifacts that Lumen occasionally has.
It'll be pretty interesting to compare this to the Ninja Gaiden 2 Black. I do feel that NG2B's lighting looks "better" but I appreciate that NG4's look is more stable and avoids some of the gathering artifacts that Lumen occasionally has.
Hit a wall? Then it only affects the surface at that particular angle.
Hit a floor? Then it only affects floors within a certain depth like Splatoon.
Hit a wall? Then it only affects the surface at that particular angle.
Hit a floor? Then it only affects floors within a certain depth like Splatoon.
Converted the entirety of the wall normalization code from the material graph into Niagara using a single HLSL node.
Now, I've got perfectly packed Floor depth values and Wall normals in the alpha channel of my position map. On to depth masking experimentation!
Converted the entirety of the wall normalization code from the material graph into Niagara using a single HLSL node.
Now, I've got perfectly packed Floor depth values and Wall normals in the alpha channel of my position map. On to depth masking experimentation!