Rukgul
Rukgul
  • Видео 80
  • Просмотров 90 053
Lets Talk About Survival Game Mechanics - Part 6 PCG Biome - Filters and Transform
In this video we continue exploring the use of the new PCG biome generator plugin from Epic. This plugin was released as experimental with version 5.4.
We go over the details of using the recursive filters, the transform points sub-graph and the assemble data asset. We doesn't want a procedurally generated forest of rocks and tree that they can mine and chop down for resources.
Timeline:
0:00 - 14:12 - Asset classes explained
14:13 - 10:34 - In Editor Review of Assets in Action
36:12 - 37:30 - Play through
Просмотров: 209

Видео

Lets Talk About Survival Game Mechanics - Part 5 PCG Biome (Unreal Engine 5.4)
Просмотров 4533 месяца назад
In this video we explore the use of the new PCG biome generator plugin from Epic. This plugin was released as experimental with version 5.4. We will go over the basics of setting up the biome projection and defining the biome assets to be used by each biome. Connecting the generated assets to the Ultra Dynamic Weather system to have the tree react to the current season. Timeline: 0:00 - 4:18 - ...
Lets Talk About Survival Game Mechanics - Part 4 Reboot (Unreal Engine 5.4)
Просмотров 2723 месяца назад
In this video we swap our homemade climate system for the Ultra Dynamic Sky and Weather system from the Marketplace. We will convert the marketplace content to it's own Gameplay Feature to be consistent with Lyra and reconnecting our survival components and game play to the new environment. We implement a new freezing experience with radial heat sources to stave off the effects of winter and a ...
Lets Talk about Big Worlds (Level Instance & Packed Level Actor)
Просмотров 1,3 тыс.4 месяца назад
Hot of the 10 week Epic Project Titan Art Jam this video covers some of the concepts I learned from the experiment. This video will focus on efficient and effective level build techniques through the use of level instances and the more performant packed level actor.
Enabling Motion Matching AND Mover together
Просмотров 1,1 тыс.5 месяцев назад
Motion Matching and Mover are both experimental plugins for Epic Unreal Engine 5.4. While each is groundbreaking on their own, they are not shipped in a way that works together out of the box. In this video we will combine Mover with Motion Matching by developing our own Trajectory component. Source Code available here: drive.google.com/file/d/12MtRFTJ2RNnbkfoJdgprqT6j0h5T_a54/view?usp=sharing
Lets Talk About Mover (Unreal Engine 5.4) - Final with Code
Просмотров 5315 месяцев назад
In this video we will finish and test Mover with our new movement mode to the existing example level. The Mover plugin was released with Unreal Engine 5.4 as experimental. The Mover plugin is the long-term replacement for the aging CMC (Character Movement Component) that has been a staple with Unreal for many years. Movement Mode Source Link: drive.google.com/file/d/1QyRXwcg-79KSJJvwNrxk8wQwmUl...
Lets Talk About Mover (Unreal Engine 5.4) - Adding a New Mode
Просмотров 1,8 тыс.5 месяцев назад
In this video we will explore deeper into Mover and add a new movement mode to the existing example level. The Mover plugin was released with Unreal Engine 5.4 as experimental. The Mover plugin is the long-term replacement for the aging CMC (Character Movement Component) that has been a staple with Unreal for many years. Debugging: 1) Your CPP FName for the ExtendedMode in mode.h file has to ma...
Lets Talk About Mover (Unreal Engine 5.4)
Просмотров 9 тыс.5 месяцев назад
In this video we will take a first look at the new Mover plugin released with Unreal Engine 5.4. The Mover plugin is the long-term replacement for the aging CMC (Character Movement Component) that has been a staple with Unreal for many years. See related video for motion matching animations: ruclips.net/video/rBHV9OU2n_s/видео.htmlsi=pogNJvVs9Uq96f4I
Upgrading Lyra from Unreal Engine 5.3 to Unreal Engine 5.4
Просмотров 1,4 тыс.6 месяцев назад
Overview of the steps to move a Lyra project from version 5.3 to version 5.4. In this video we will talk about the steps and the specific assets we moved from 5.3 to 5.4. All the video prior to this video were developed on either 5.1 or 5.3. The approach is to start with a clean Lyra 5.4 project, so we get all the fixes from Epic and then layer in our changes.
Lets Talk About Survival Game Mechanics - Part 3
Просмотров 1397 месяцев назад
In this video we will finish our section on the survival theme mechanics in the Lyra Starter Project. In this video we will clean up our project and link the attributes and the conditions together in a few scenarios. Source Code: drive.google.com/file/d/19MQfZobAzDlsdWlerZVcISfiYzKhCZQT/view?usp=sharing Timeline: 0:00 - 1:20 - Overview 1:21 - 6:00 - Revised Swimming Volume 6:01 - 7:00 - Materia...
Lets Talk About Survival Game Mechanics - Part 2
Просмотров 1657 месяцев назад
In this video we will add conditions (or buffs and debuffs) to our survival theme mechanics in the Lyra Starter Project. In this video we will be using the gameplay effects system to enable the conditions. We will link the UI and the gameplay effects together using an event broadcast driven logic. I forgot to mention. * The Row Names in the data table have to match the Tag! So we can get the ro...
Lets Talk About Survival Game Mechanics - Part 1
Просмотров 3877 месяцев назад
In this video we will add some survival theme mechanics to the Lyra Starter Project. In Part 1 we will be using the gameplay ability system, an attribute set and gameplay effects to enable the core of a survival game design. We will link the UI and the Subsystem together using an event driven logic. Source Code: drive.google.com/file/d/18Y0daSJCTfNTkirVR5Rj0hgN3G2LSguL/view?usp=sharing Timeline...
Lets Talk About Timers & Lyra Start up
Просмотров 2247 месяцев назад
This new series of videos will explore the different game concepts and how they are implemented in Epic's Lyra Starter Project. In this video we discuss why timers are a great way to hook together game subsystems when trying to follow the Lyra framework. We discuss the use of Timers at Start up and the use for performance reasons to update our dynamic UI. Timeline 00:00 - 01:56 - Introduction 0...
Upgrading Lyra Project Files from 5.1 to 5.3 (Niagara Fixes)
Просмотров 4847 месяцев назад
In this video we walk through the process we used to upgrade our Lyra based project from 5.1 to the recently released 5.3 version of Unreal. Niagara 5.3 has made some changes that now generate various warning messages on systems first created in 5.1 Sample Changes: LogConsoleManager: Warning: Console variable 'FX.AllowGPUSorting' used in the render thread. Rendering artifacts could happen. Use ...
Lets Talk About Custom Characters
Просмотров 5708 месяцев назад
In this video we integrated Ready Player Me. Ready Player Me is a third-party solution that enables game ready custom avatars. We will combine the Lyra starter project with Ready Player Me services and REST APIs to enable complete character customization experience in 20 minutes.
Environment Series: Distant Mountains
Просмотров 1468 месяцев назад
Environment Series: Distant Mountains
Tip #4: Using Custom Editor Tools in Unreal
Просмотров 1658 месяцев назад
Tip #4: Using Custom Editor Tools in Unreal
Tip #3: Dedicated Working Levels for Unreal
Просмотров 988 месяцев назад
Tip #3: Dedicated Working Levels for Unreal
Tip #2: Blender Export Settings for Unreal
Просмотров 1288 месяцев назад
Tip #2: Blender Export Settings for Unreal
Tip #1: Blender Defaults for Unreal
Просмотров 1028 месяцев назад
Tip #1: Blender Defaults for Unreal
Environment Series: Water: Fix Missing Shoreline / Landscape Distance Field
Просмотров 1298 месяцев назад
Environment Series: Water: Fix Missing Shoreline / Landscape Distance Field
Environment Series: Water
Просмотров 2208 месяцев назад
Environment Series: Water
Environment Series: Rocks Part 2
Просмотров 388 месяцев назад
Environment Series: Rocks Part 2
Environment Series: Rocks
Просмотров 1018 месяцев назад
Environment Series: Rocks
Adding a new Gun to Lyra Part 3 - Fire and Reload Animations
Просмотров 3519 месяцев назад
Adding a new Gun to Lyra Part 3 - Fire and Reload Animations
Adding a new Gun to Lyra Part 2 - The Bulk of the Other Steps!
Просмотров 4509 месяцев назад
Adding a new Gun to Lyra Part 2 - The Bulk of the Other Steps!
Adding a new Gun to Lyra Part 1 - The Skeletal Mesh from OBJ file
Просмотров 5049 месяцев назад
Adding a new Gun to Lyra Part 1 - The Skeletal Mesh from OBJ file
Upgrading Lyra from 5.1 to 5.3 - Enhanced Input Changes / Fixes
Просмотров 3379 месяцев назад
Upgrading Lyra from 5.1 to 5.3 - Enhanced Input Changes / Fixes
Upgrading Lyra Project Files from 5.1 to 5.3 - Config Compare
Просмотров 320Год назад
Upgrading Lyra Project Files from 5.1 to 5.3 - Config Compare
Scaling AI - Trash Mobs (with Code) Part 9
Просмотров 336Год назад
Scaling AI - Trash Mobs (with Code) Part 9

Комментарии

  • @hosseinteimouri9369
    @hosseinteimouri9369 4 дня назад

    thank you for lyra developemtn and share freely, I have a question about lyra base game, I want develop a story-driven game with lyra, is Lyra reliable for final game? i want use Metahuman characters and NPCs. thanks for your response <3

  • @hosseinteimouri9369
    @hosseinteimouri9369 4 дня назад

    thank you for lyra developemtn and share freely, I have a question about lyra base game, I want develop a story-driven game with lyra, is Lyra reliable for final game? i want use Metahuman characters and NPCs. thanks for your response <3

  • @davy4842
    @davy4842 15 дней назад

    Are you making videos on Lyra and ows2 soon? Would be great if so thank you!

    • @Rukgul
      @Rukgul 7 дней назад

      I'm taking a bit of a break. I will get back to it.

  • @drumandbassob0007
    @drumandbassob0007 22 дня назад

    good talk , the building nav mesh was triggering tho why didnt you turn it off

  • @drumandbassob0007
    @drumandbassob0007 22 дня назад

    thanks for these videos they are helping to get a idear of whats going on and how and where to go to edit things

  • @keithbandles4137
    @keithbandles4137 24 дня назад

    hello, How do you fix Unknown Function calls and missing scripts, My Niagara system will not compile cause of migrating and losing the modules and parameter map index for input

  • @TorQueMoD
    @TorQueMoD 24 дня назад

    Great video! You can also combine Packed Level Actors inside a Level Instance which gives you the best of both worlds so you can use Static Meshes and lights etc. FYI the bitrate for your recording is extremely low, so even though it's 4k it's grainy and you can't see anything. You should set your recording bitrate to somewhere between 12,000 and 24,000 kbps for 4k. 6,000kbps is the minimum for 1080p and since 4k is 4x the size, you really should go up to 24,000, but 12,000 is a good compromise.

  • @Punisher1992
    @Punisher1992 Месяц назад

    is there any good documentation about the new "Mover"?

  • @frederik7729
    @frederik7729 Месяц назад

    How do you change the speed of your character via blueprints with this plugin? With CMC you simply need to Set Walk Speed but with this plugin I can't find a way to do it

  • @DustinBiser
    @DustinBiser Месяц назад

    This was fantastic! Thank you for the tutorial and great examples!

  • @somakmukherjee5912
    @somakmukherjee5912 Месяц назад

    Thanks for the great video! It cleared up a lot of doubts I had. I'm actually very curious to know what information was shared regarding HLODs. I tried following the video "HLODs: Medieval Game Environment extended tutorial" by Quixel, but that process seems to no longer apply. The current process seem unintuitive to set up so I would love to hear what the official sources recommend. A video on that showcasing how to do HLODs right would be super helpful. Again, thanks for this video, its been super helpful.

  • @whyareless
    @whyareless Месяц назад

    That's genius!

  • @whyareless
    @whyareless Месяц назад

    That's really cool! I've got to have a look at this myself, thank you for the video :)

  • @TheSitDownClown
    @TheSitDownClown Месяц назад

    Wonderful Tutorial!

  • @CoderQuest-mn8sh
    @CoderQuest-mn8sh Месяц назад

    Is still important to learn how to extend CMC? I would to like your opinion please

    • @Rukgul
      @Rukgul Месяц назад

      tough to give a 100% answer. Mover is much easier to understand and expand. So for that I would say no, however I don't know how long Mover will be experimental vs CMC production ready.

    • @CoderQuest-mn8sh
      @CoderQuest-mn8sh Месяц назад

      @@Rukgul Awesome thanks for the answer!

  • @hellomistershifty
    @hellomistershifty Месяц назад

    Hey, in the Project Titan video, they talk about a video that they gave to participants on building game worlds (the only part I remember him mentioning is how to make better forests for games). Would you happen to be able to find that video?

    • @Rukgul
      @Rukgul Месяц назад

      there was a series of videos on the discord server. I don't know if they made (or plan to make) them public available. most were focused on the tasks at hand when people were filling out the world.

  • @RealBefuddling
    @RealBefuddling Месяц назад

    Would love your opinion on what to do with a pcg stamp of a massive forest? I have a massive forest using pcg, I have been able to get good frames using the pcg stamp mixed with nanite on everything, but now I am wondering if I could get better frames generating the pcg forest onto my main levels landscape, generating the pcg stamp, then throwing the stamp into a level instance? I'm not too sure how level instances work with pcg stamps or if the stamps work well enough... My knowledge on unreal heavily relies on RUclips tutorials and the epic documentation. 😅

  • @droidsdeals3161
    @droidsdeals3161 2 месяца назад

    Since Mover 2.0 isn't tied to ACharacter, shouldn't Mover 2.0 instead be referred to as "Actor Movement Component"?

  • @brunnaodo3D
    @brunnaodo3D 2 месяца назад

    could you tell me why do that instead of select the meshes and creating a blueprint class from them?

    • @Rukgul
      @Rukgul 2 месяца назад

      In a BP (if I remember correctly) you end up with a bunch of Static Mesh components. The Packed Level Actor creates HISM (Instanced Meshes). It would really depend on your use case. if every mesh is unique you will not gain performance from HSIM but if say you have 10 rocks in the "thing" then you get a bump from HISM.

  • @unrealitybites
    @unrealitybites 2 месяца назад

    One thing I noticed with Lyra in UE5.4 (well in 5.4.3 to be precise) is that when you edit any of the mesh building tools (e.g. B_Tool_AdvancedWindow), if you have multiple materials on your mesh they are no longer baked onto the static mesh (you just end up with one material on the baked static mesh). Either this is a bug introduced in 5.4.x or some of the Geometry Script nodes are not behaving in the same way.

  • @guilloisvincent2286
    @guilloisvincent2286 2 месяца назад

    Yeah awesome series of tutorials ❤ do you think you can provide the tutorial project cause mine have a lot of missing parts 😢

    • @Rukgul
      @Rukgul 2 месяца назад

      I can't because it has some marketplace assets in it. In later videos I shifted to adding the cpp code to the video description to help with that.

    • @guilloisvincent2286
      @guilloisvincent2286 2 месяца назад

      @@Rukgul oh 🥺 allright I ll follow all the tutorials 🙂

  • @xlr555usa
    @xlr555usa 2 месяца назад

    I just got a 4TB NVME M.2 PCIe Gen 4 drive installed to the primary slot. Going to wipe the old 1TB NVME and put it into the secondary slot. UE requires a boatload of storage and I'll need a 4TB in the secondary slot soon enough. May your bits and bytes flow like honey...

  • @WagallLynkx
    @WagallLynkx 2 месяца назад

    if you have any idea why I cant open those test maps on my unreal, i tried everything already, the maps simply didn't show on project

    • @Rukgul
      @Rukgul 2 месяца назад

      @WagallLynkx the only time that has happened to me is when the plugin content was from a higher engine like attempting to add a 5.4 plugin to a 5.3 project. I would clear your Intermediates, Saved, derived data cache folders in case it is just bad caching. Engine build or download Editor?

  • @WagallLynkx
    @WagallLynkx 2 месяца назад

    Hello, I cant run the test maps plugins. no idea why, but simply not showing on content browser after plugin install and reboot as suppose to, can any one give me any idea ? (and no, its not under engine/plugins)

  • @OliHannah-mg8bq
    @OliHannah-mg8bq 3 месяца назад

    Hey this is off topic and feels really stupid but I can’t find any info anywhere. On the Lyra front end, inputs are blocked. You can only select/browse buttons and select them. How do I open this widget up to more input? I’ve been digging for days and have made little to no progress. Every tutorial about the front end is either editing existing buttons or editing the aesthetics. Nothing about new functionality in the front end experience. Can you please point me in the right direction?

    • @Rukgul
      @Rukgul 3 месяца назад

      @OliHannah-mg8bq - tell me more about what you want to accomplish. Many of the widgets are "semi hard coded". Do you want to change the main menu structure or are you trying to extend a specific area. @NanceDevDiaries does a good tutorial on expanding the options widget and how those widgets are designed to be extended.

    • @OliHannah-mg8bq
      @OliHannah-mg8bq 3 месяца назад

      @@Rukgul in short, while on the front end, I want to be able to press “q” or “L3” on a gamepad, and have it print screen “Hello.” It’s not as simple as adding that input to the widget BP on the front end. I did the nance dev tut and there’s just something different about the settings and credits that already have input enabled. Even though parent of credits and menu are both Lyra activatable widget, I can’t get the main menu to see any additional input.

    • @Rukgul
      @Rukgul 3 месяца назад

      @OliHannah-mg8bq - Maybe this is too simple. If you add a row to the DT_UniverisalActions. I set it to "Test" and the keyboard Z (options exist for gamepad as well). Then on the credits button of the menu (in the LyraFrontEnd). Scroll down "Inputs"/"Triggers and Inputs". Set the data table to DT_UniversalActions and the drop down to "test". On the menu press the key and the credits should roll.

    • @OliHannah-mg8bq
      @OliHannah-mg8bq 3 месяца назад

      @@Rukgul this is how I finally solved it today! It’s sort of a dirty fix but I assigned the input to an invisible button.

  • @ScottSpadea
    @ScottSpadea 3 месяца назад

    This is just bad. People are going to get used to the workflow, then realize its too slow to actually use for more than a handful of characters/objects. Then when they want to change designs, the code for this OOP movement is split up among a ton of different classes. Unreal didn't know how to implement components, and now they have another bad implementation of components inside of other components, with hierarchies of overridden virtual functions... They are using a map data structure for a list of movement modes that will never be more than 16 entries. linear lookup in an array would be faster than a map at that scale, but a compiled C++ switch case would be the fast way to do it. The animation blueprint is a state machine, the behavior tree is another state machine, the movement component is another state machine, and they have a few other state machine systems, and they all suck. A game engine should only need 1 hierarchical state machine system, that should work for animations, movement, behaviors, dialogue, quests, cutscenes, etc... This would all be better as a scripting language that transpiles to c++, and compiles down into switch cases and constants.

  • @Sachinunreal
    @Sachinunreal 3 месяца назад

    Thank you very much for this nice tutorial, I want to use a weapon while horse riding, can you please tell me how will it work.

    • @Rukgul
      @Rukgul 3 месяца назад

      There are a few mental models to how to accomplish this. One is to have the horse be the vehicle and transfer control to the horse as the primary input of commands with the player being an object within/on the horse, which makes things like shooting more complex. The other is to think of the horse as an attachment to the player. In this alterative approach control remains with the player (movement speed is increased) and some lateral movement dynamics are adjusted for turn, acceleration, etc. In this alterative the main part of selling the experience is the animations of the character (riding verses running) while the core mechanics of shooting are the same (with the player).

  • @AliNoroozi-r2c
    @AliNoroozi-r2c 3 месяца назад

    You are simply awesome!

  • @craigj2740
    @craigj2740 3 месяца назад

    Thanks for the great video! I was wondering what options are there if we also need to change the right hand position. For a weapon with a different right hand grip. Also if there was a way to stabilize the left hand with the weapon so it doesn't look floaty rather than staying gripped to the gun.

    • @Rukgul
      @Rukgul 3 месяца назад

      to fix the floating left hand, you really need to author animations that position the hand/weapon accurately. this video is a 75% hack. On the right hand setting the slot offset should move the right hand (as that is the dominate hand) for animations. the weapon follows the hand bone position through animation frames.

    • @craigj2740
      @craigj2740 3 месяца назад

      @@Rukgul Thanks for the reply! I ended up adding the left hand VB to the LeftHandMask and it worked well. For the right hand though I didn't find a solid solution. I'll try what you suggested thank you 🙏

  • @brentsmith8578
    @brentsmith8578 3 месяца назад

    Is it me or did we go black screen at about 30 minutes?

    • @Rukgul
      @Rukgul 3 месяца назад

      it did go darker (not sure why) but not totally black, almost like a monitor dimming on my end.

  • @donnyjoe7653
    @donnyjoe7653 3 месяца назад

    Awesome! Thank you Sir!

  • @diligencehumility6971
    @diligencehumility6971 3 месяца назад

    First

  • @leosegovia463
    @leosegovia463 3 месяца назад

    I didn't have to hide anything. I used your Ctrl+L technique to select a face of the trigger and then Ctrl+L to select the entire trigger :)

  • @thecreativemediastudio
    @thecreativemediastudio 3 месяца назад

    Great video, informative as always!

  • @gridtac2911
    @gridtac2911 3 месяца назад

    Just wanted to say thank you for uploading this. My main issue was finding everything that referenced animations to even be able to set a new one for each of my new weapons. Here's a tip for you in the future if you're trying to animate in Control Rig with UE5. Open the animation then at the top select "Edit in Sequencer" and pick your control rig, drag the gun in to the map, in the outliner find the gun and drag and drop it on the sequence in the outliner, or drag the gun from the outliner into sequencer window where your timeline is then select the + next to the gun and select "attach" and attach it to your animation on the bone you want. That way it'll move with your anim. You may need to actually reset the world position on the weapon since it may end up at the rig's feet. You can also use "constraints" in the animation window to parent weapon items to the rig, example would be parenting a magazine to the left hand so it follows the hand movement on removal and insert. There's quite a learning curve, but you should be able to google UE5 sequencer constraints.

  • @davy4842
    @davy4842 3 месяца назад

    Can we have a segment like this about other optimization techniques you learned

  • @Conversion108
    @Conversion108 4 месяца назад

    you just saved my butt thanks for the tutorial. I've wanted to look into adding shell insert reloading for a while along with pump actions for things like shotguns or snipers could use this too so thanks for the video.

  • @alzahelb6053
    @alzahelb6053 4 месяца назад

    I'm thinking of doing a round based game too but I was thinking of handling the rounds like phases prepare round phase > playing phase > end round phase > prepare again etc until it gets to the post match phase

  • @zhiyongzhong-dr3fq
    @zhiyongzhong-dr3fq 4 месяца назад

    Thanks,That Help me a lot

  • @eibruno7198
    @eibruno7198 4 месяца назад

    Could you make a tutorial on how to do this system with login, and with epic and steam login?

  • @WildStudios-ko4vy
    @WildStudios-ko4vy 4 месяца назад

    Thank you for this great video! - Would you mind giving some example use-cases for each option? - Assuming a big apartment building as part of an open world, containing multiple apartments and furniture. How would you structure that? What if the furniture should be procedurally generated?

    • @Rukgul
      @Rukgul 4 месяца назад

      @WildStudios-ko4vy for that scenario. I would start with Packed level actors for what you want to procedurally generate. So either make a packed level actor for an apartment template and procedurally generated which apartment template is in which slot of the building (this would be a fixed set of apartment layouts built as packed level actors). or if you really want a completely procedural generated apartment make a series of living rooms, bedrooms, etc. The more complex you go the more you will have to code in cpp as you will have to generated your packed level actors at runtime. The big building would be a good use case for a level instance (our more likely a neighborhood of buildings). if you are using a build kit for the building exterior (i.e. walls, windows, doors placed together to make a building) then merging the building with merge actor can save you draw calls when you are outside the building and approaching it, it would also help nanite optimize the larger mesh. What doesn't work well is nesting level Instances. I find it is hard to work with. I typically make a mental rule that it is 1 level instance with multiple packed level actors inside. Also point lights/spotlights don't seem to work well in packed level actors. best to include them in the level instance.

  • @BUY_YOUTUB_VIEWS.800
    @BUY_YOUTUB_VIEWS.800 4 месяца назад

    Supah Dope Bro🔥🙋‍♂️

  • @tony6795
    @tony6795 4 месяца назад

    Thank you, clarified things a lot for me!! 🙌

    • @Rukgul
      @Rukgul 4 месяца назад

      Glad it was helpful!

  • @James_UE
    @James_UE 4 месяца назад

    Hello, I'm really grateful for your lectures. I feel like I'm continually receiving great help. I'm currently learning about the Item system while working with Lyra. However, I feel like I'm reaching a limit within Lyra. I want to support multiplayer, but it's difficult to maintain this. The video below is what I've created based on Lyra. Do you know the game Dark&Darker? I want to create an item system like that, but I'm not sure how to go about it. ruclips.net/video/ypoEb2ha4LM/видео.html

  • @omegakenshin
    @omegakenshin 4 месяца назад

    amazing job! I really appreciate that you guys shared this! thank you lots! keep it up

  • @omegakenshin
    @omegakenshin 4 месяца назад

    I love your content, thank you so much for this, I learned a lot!

  • @prthomas0321
    @prthomas0321 5 месяцев назад

    Hi, I have been trying to set up the persistent inventory and am 95% there. My last issue is that when I am trying to use "GetPrimaryAssetIdForObject" it returns "none" I have confirmed that the item definitions are indeed found within the asset manager (i.e ID_rock, ID_wood) and are correctly listed when using "Get Primary Asset ID List" but still I only get the errors: LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Sword_C LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Wood_C LogPersistence: Error: No ItemPrimaryAssetId for Item Instance: Default__ID_Wood_C

    • @Rukgul
      @Rukgul 4 месяца назад

      The Default__ in front of the ID_Sword_C seems wrong. For a test maybe put a quick test code to auto trim that off the front and only look for ID_Sword_C. If that works then the logic is building the primary asset id wrong somewhere.

  • @prodev4012
    @prodev4012 5 месяцев назад

    Will we eventually be able to use mover with only blueprints?

    • @Rukgul
      @Rukgul 4 месяца назад

      probably eventually. I suspect in future releases as Mover moves out of experimental that they will create a class to manage the required data. it's tough when both parts of the system are in experimental phase.

  • @nerophesis
    @nerophesis 5 месяцев назад

    any chance you are preparing tutorials on creating some of those tools? thanks for the tips video btw :)

  • @KingKong_GG
    @KingKong_GG 5 месяцев назад

    can you make a tutorial how to Lyra with advanced locomotion system v4?

    • @Rukgul
      @Rukgul 5 месяцев назад

      sorry - not something I have experience with ALS.

    • @KingKong_GG
      @KingKong_GG 5 месяцев назад

      @@Rukgul ok but thanks