Posts

2 is the magic number

"On any given Sound Cue, volume settings up to around 2.0 will increase the perceived loudness of the audio file, and anything above that would not. A single cue will never distort, but you would not want all of your files at maximum volume because it will likely overload when multiple cues play simultaneously in-game" So there you have it folks, don't pass that threshold or you'll end up with tubes from the rain forest.

I just sent my first game to steam for review.

And I haven't slept for 30 hours! Better keep going when spirits are flowing.

AntiAliasing settings at runtime

Console command r.PostProcessAAQuality sets the quality of the current AA, which is determined by your project/.ini-setting. You can set 0-6 for both TemporalAA and FXAA. Or just go without it, which is better for moving objects in the distance. The following statement is therefore incorrect.   TAA can be enabled via using the console command for r.PostProcessAAQuality The following values will enable specific features. 0: off 1: Very Low (Faster FXAA) 2: Low (FXAA) 3: Medium (Faster TemporalAA) 4: High (Default TemporallAA) 5: Very High 6: Max 

Inheritance in Unreal Engine 4

I wanted to write a tutorial about inheritance for non programmers. It's a concept that is taught early in programming classes but for someone who's starting out designing games with UE4 it's not clear how it works and why it should be used. Thankfully, The Undead Dev has already written a great tutorial, and it includes zombies with hats! The tutorial is great and is a must read for anyone who's unfamiliar with blueprint inheritance. Have a look at it here: http://www.undeaddev.com/the-family-tree-with-zombies/

A small update

Image
I've come to terms with the fact that most days I'm up over my head with work or new concepts I would like to try out. Writing a post each workday (as I originally wanted) is a little bit tricky to get the time and focus for, so I thought I can share some of the learning resources that I find as well as writing new content. Here's a screenshot of the abstract tabletop RPG for the HTC Vive that my partner and I are working on: Capturing play footage for VR games is a little bit difficult, but we will have a trailer soon as we are getting close to an alpha release! Oh, and I've decided to become a physicist. Thanks Spider-man.

Event Dispatchers fire on the same frame

So they are therefore better to use when events needs to occur simultaneously, instead of casting here, interface message there. I've put a note to write a post about event dispatchers, and why you want to use them. Been rather busy these past few days, will write some more during my weekend, and hopefully post some updates on the project.

Get Component Velocity vs Get Physics Linear Velocity

Image
This has been a little bit confusing so I thought I'd share. When working with motioncontrollers I often want to know how fast the player is moving his hands/weapons. There are two ways one might think to do this:  This will constantly return 0, and I thought it was weird. Apparently, Get Component Velocity returns Velocity relative to the parent, and since Rheld Actor Static Mesh is attached to the motioncontroller component (it's parent), this will always return 0. The right way to do it is using this function instead: " Linear velocity is the velocity of the object traveling in a straight line or in other words the body is said to be moving with linear velocity when its direction is not changing." I'm confused about this because the player is almost always changing the direction of where he moves the motioncontroller, so it seems like I would want "Physics Velocity", and not linear. This function does however not exist. Using Linear Ve