Robert Haab
banner
tzupi.bsky.social
Robert Haab
@tzupi.bsky.social
"Good looking tech? Yup, that's what I like."

ᓚᘏᗢ
It should :)
We tested a lot on ultrawide, but if not, please send a feedback back!
April 22, 2025 at 4:15 PM
Have a stable flow of demon to kill
January 1, 2025 at 6:09 PM
And there we have it, the texture size went from 4096kbyte to 85kbyte, so it has waaaay nicer memory footprint now.
December 4, 2024 at 11:20 AM
The widget is a full screen one, and on 4K screen that resolution was kind of justificable, but it literally had the same ornament in the corner, so why not crop one of it, and solve the rest in the material? Fortunately the UV math for a 90 degree rotation was really simple and cheap.
December 4, 2024 at 11:18 AM
Extra tip to end :
UI Materials are a bit funky Time-wise, and it is not using GameTime in the Editor. We had good results with that setup in the WBP
November 19, 2024 at 2:19 PM
With these the UMG BP just sets two parameters and GPU solves all the rest.
November 19, 2024 at 2:15 PM
I introduced a parameter for the play direction. It is 1 if Fade In, and 0 if Fade out.
For Fade I used a Lerp and OneMinus for switching the play direction.
For disabling the Rotation I just multiplied its local param with the IsActionVisible, effectively zeroing it if we are playing backwards.
November 19, 2024 at 2:14 PM
The rotation had a specific curve originally that I replaced with some math.
November 19, 2024 at 2:11 PM
Both features had different animation length: 350ms for the rotation sequence, and 100ms for the fadein/out.
November 19, 2024 at 2:10 PM
The curves were simple enough to use simple math fortunately. That was the most complex one. But I am sure if it would get more complicated than that, I would go for curve atlases.
November 19, 2024 at 1:16 PM
Last week I blew a dev's mind with that technique as we moved multiple animations to the GPU instead of having these as animation tracks in UMG on the CPU side.
November 18, 2024 at 7:35 PM