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Found 350 results

  1. I'm a formally trained composer (doctorate from Michigan State) who writes what most people would call avant-garde concert music. I love weird abstract projects, and I would like to work with somebody making a weird, abstract, artsy game. You can find more about me and my music on my site. I have worked with acoustic and electronic sounds, including some procedurally generated and interactive computer music. In particular, I would like to work on a project that lets me use Fmod to prepare an adaptive score for a game built on Unity or Unreal. I've been a music professor and would like to get experience working in this medium so that I can be a better mentor for my students. Send me a DM or email <davidjohnmacdonald@gmail.com> if you would like to discuss working on a project together.
  2. Hello forum, I have some decent amount of experience in Unity making games for Software Engineering projects in college, these were very specific projects however and I still am fairly new to building games. I wanted to make a game that uses the shadows of objects for collision detecting (i.e. shooting a gun at a characters shadow causes that character damage. What is the best engine to do this in (game will be 3D), and does anyone have any advice on how to approach this concept? I consider myself fairly experienced in programming, but game dev is just an entirely different beast.
  3. So me and my co try to do a game. It should be in unity couse my co do everything in this engine. We got the rpg package from evila for inventor, but it only runs on pc right now. I like to make a online store for guns in the game and a multiplayer open world that runs on pc, android, mobile, ps4, xbox one. Somebody told me that you "only" need to program it like so and that its possible in every engine... [recruitment wording deleted by moderator] And yes, this is no recruitment post. [recruitment wording deleted by moderator]] Also discord: Joerg Federmann Composing#2898
  4. Hi, I'm creating 3D environment for our side-scroller platformer game Warriorb. I use Blender for creating props and UE4 as game engine. My aim is to create different looking and feeling area types while keeping the same art style. I go for something between stylized and realistic. I don't use much detail because I don't have much time for each area. I've attached some examples. If you have any tip on how to improve my scenes I would be glad to hear it!
  5. Hi All, Our team is need of a experienced programmer to help with some complex mechanics that a game project of ours will involve, such as taming. If you are interested in more information (since i don't want to disclose much in this post) please message me and i'll add you on discord. Thanks, Have a great day.
  6. Hi All Since November we have been in the development phase of Heroes & Legends. The overall game will be developed in Unreal, but we have several stages of production designed to bring an income. The first stage is World Max, our procedural terrain generator. Now I have assembled thousands of textures, built various models, invested in tools like Substance, iClone and Speed Tree. I need several artists who are willing to dedicate some time to using these tools to produce art since I and David will be doing the programming and assembling the art into our plugin tool. You may view the overall project and updates here: We are currently beginning the plugin terrain programming in Unity. We will take the terrain we have created in substance and begin by creating a database of specific texture types, then generate our terrain and map the textures to the terrain. This should give us some nice video screen shots to put up on the site. However, we need a large variety of plant life, and trees that must be created to finalize our scenes. If you have experience with CG Art in general, Substance, iClone, Speed Tree, we could really use your help in this phase. As a side note, if you are familiar with C#/C++, Unity or Unreal please get in touch, need a few of you guys. Audio is taken care of on the music side of things, However, we could use sound fx creators. Thank You! Interactive 3D International
  7. The making of a BIZARRE video!

    Servus! The new sprint starts today. During the last 5 weeks, we built a lot of 3D furniture for Clearwater’s apartment. We UWV Unwrapped the furniture, i.e. his home office, his kitchen (see pic below, WIP), etc. and we'll now continue with their texturing. The video is taking place in Clearwater’s apartment, where he’ll face his first bizarre visions. That’s why we want it cozy there. 😉 Furthermore, we implemented a player controller in C++ to control the movement of the player actor. The UI for the player control is made with Blueprints as you can see in the pic below. You’ll find the finished control elements in the new video. For the player controller we had to implement touch bindings (a link between the user interaction and the code) to analyze the touch gesture in order to decide which action the player wants to evoke. Additionally, the player controller provides a bunch of useful information that can be consumed by the UI to visualize the action. Based on the users’ gesture, the player controller rotates the camera or initiates navigation command to make the player move in direction to the 3D world position that matches the 2D touch coordinate. The UI uses Blueprints driven by the provided values from the player controller to display the corresponding visual elements and trigger animations. We also improved all animations that Clearwater is supposed to perform during the new video, i.e. the shooting animation, the walking and running animation. What we haven’t finished yet! On our mobile phones, we found some ‘inhuman bugs’. What does that mean? It’s quite difficult to make a thousands of polygons to look like a realistic human. The movement, the textures, the light, the skin, the face, etc. So, we need to fix all ‘inhuman inconsistencies’ of main-character Charly Clearwater. 😉 After the upcoming 4 weeks, we want to have him ready for the video. The evil power behind Clearwater’s head shot and his bizarre visions and dreams, the dark might behind these 13 bizarre wishes that Clearwater is going to fulfill during the game, is a queen of an Ancient Egypt culture. She wants Clearwater to set her free to take control of all humans on earth. We’ll create a new, a so far undiscovered Ancient Egypt culture that is using an own Scripture, an own language, own rituals and insignia, and so on. We’ll publish some drawings as a draft for our later modeling and realization of this might. The book BIZARRE Episode I is half written. The 5th bizarre dream is almost written down. When the writing of this book is finished, we’ll start to plan and arrange all game elements and game scenes that are planned to be realized in the final game. Of course, we intend to publish the rough structure of the game for you to see. We published a first reading sample of the book BIZARRE Episode I (in German). You can find the link below. C u in 4 weeks! :-)
  8. Hello, I'm a (mostly) Level designer with 9 years of experience, have worked in the past for studios such as Activision, Nexon and more. I'm looking to join a team as a level designer. I'm very proficient with Unity and Unreal. I'd like to join a team and release games on Steam (games that don't take years of development). For more info, please contact me at ro.alexdumitrache@gmail.com (I can send you a resume). To check my latest work/game I made by myself mostly, check the link below. http://store.steampowered.com/app/810460/Riverhill_Trials/ Thanks
  9. Eight Hours Version 1.5

    Version 1.5 release. If you want, you can go directly to itch.io or gamejolt to play the latest free version of Eight Hours. A lot has changed over the past few months for Eight Hours. First, if you haven't, checkout our trailer! Trailer Big Updates Here is a list of some of our updates and details of went behind them. Entity AI. The entity itself was very lax and boring in previous versions of Eight Hours. So, we had decided to update the entity to appear sooner and more often at random intervals. It also has a scaling difficulty curve based on the amount of time played in the game. This will help limit game time plays as well as induce more stress the longer it takes a player to capture all the EVPs. Hints. Previously hints would show up and auto disappear after a few seconds. We now re-programmed the controls so that hints show for a significantly longer period of time after they are triggered. Secondly, objectives and hints are shown by default, and can be toggled on and off with the space bar (default binding). Tutorial. A lot of feedback we observed and received was along the lines of "How do I play". So, we had worked to introduce more helpful tutorial text during gameplay at relevant moments. We hope this will help players get into the game quicker and enjoy the investigation. Get It Now Go directly to itch.io or gamejolt to play the latest free version of Eight Hours.
  10. Hey all, I'm looking for someone familiar with programming via the blueprint system in UE4 to help with this platformer project I'm working on. As an artist, I'm currently creating assets for the project and, though not complete yet, I have more than enough done to get started with the implementation of mechanics. This would be basic stuff (walking, jumping, triggering events via item pick-up, a checkpoint system, etc.), though eventually I'd like to put in a series of bosses that will require AI. Attached are two photos of the project's first level, the story of which is told in the design (quite literally). I can explain more if you're interested. Also you can probably already see some issues with the tilemapping that I'm having to deal with. Always something to troubleshoot... As for time commitment, I'm open to working with a slow progression (just a few hours per week) if that's all you can put in. More is better, but I'm only able to give 15ish hrs. per week, so definitely not a full-time thing. Just be able to connect at least once a week to talk things over briefly either via skype, discord, or some other similar service. Thanks for any interest -Alec
  11. Hey! We`re currently 2 active "developers" working on our first Game, which is made with UnrealEngine4. Below I have attached our Project with actual images and an InGame Trailer. We`re looking for: - Art-Director/Concept Artist, who is able to help us create believable characters and different story rich environments and keep the motivation up with sketches! - Unreal4 Developer, who is able to work regulary on the project and has experienced with Networking, Blueprints and C++. Additionally we have this small task called "We need a Game launcher for our Testers" ^^ P.S. We`re expecting a portfolio for showcasing your "skills",so we`ve a better understanding on what you`re capable of. Who we are: Myself will completely be focused on the Character-Aspect (3D Modeling, 3D Rigging and Animating with all the fancy UE stuff). Our other team-member is more of a tech-artist, which is taking care of UI/UX, MaterialSetups, Animation-Systems and Postprocessing. In addition he`d be able to help out. We`re a really dedicated, young team, which are putting a lot of time and effort into the project and that is also expected from our future developers. Goals: Our plan is to release the Game as an early Alpha version @the end of 2018 on Steam. We`ve already a completely networking prototype with a few gameplay mechanics. Our next goal is to create characters, build a believable animation-system and hardly iterate over game ideas! Every week we`ve a meeting in discord and want an updated version. As SCM we`re using PlasticSCM and we`re planning everything with Jira! So, if you`re interested, just send me an Mail/PM/Comment and we`ll have a nice talk =) Payment: We`re hard working on a "prototype", which is actual fun and playable to get our feed in the social media and find supporters. Our hope is to get some money over patreon to be able to pay our developers in the future. But in fact we aren`t expecting anything ... we want to make this game and boost our skill levels ... and publish it on Steam! Our main goal is to learn and build a better understanding of game development. If we get some money out of it ... *hurray ! When we get money, the revshare will be based on your absolved tasks on jira. We`re currently discussing this "Money"-stuff and I guess it will take some time till we have a proper solution and can give a clear payment-offer. mfg Traumwolf I´m also available on Discord (Traumwolf#2004)
  12. Looking for team members to help me continue a TCG game I'm making called convergence. I plan for it to be a 2 player online TCG. I have many card ideas planned and implemented as well as a deck editing system already completed. Looking for all types to help on this project, from the artist to the programmer, as currently I am stuck doing everything. I would prefer to specialize and just program if at all possible. Here's the discord for the project if anyone is interested, please let me know on there. https://discord.gg/EetBr9t
  13. Well, we have done up the first water and ice textures. At first we were thinking PBR Specular material, but, there is something additional that looks great when water has that metallic feel. If you like the water, please comment on it, if not please say why not. I am just getting a feel for what the overall impression is on our water done with a metallic specular look:
  14. We Are Inbound, Currently A Team Of 8 Looking For More Members. We Are Currently In Pre Production Looking For More Members. We Are Currently Working On A Open World RPG Game And Are Going To Be Using The Unreal Engine, What We Are Looking For: -UE4 Programmers -Community Managers To Recruitment Team Members Faster (Must Have Experience) - Environment Artist/Character Artist If Interested Email Me At Liondude12@gmail.com Or Dm me on discord at riobio55#1958
  15. Unreal Engine 2018 Spring #ue4jam

    Epic Games has announced the Unreal Engine #ue4jam for Spring 2018. Once a quarter, Epic hosts the #ue4jam to give developers a chance to create new projects, sharpen their skills, and compete for prizes. Prizes include an Intel Optane SSD 900P, a Houdini Indie license from SideFX, and more. Learn more from the Unreal Engine blog here.
  16. Unreal Engine 2018 Spring #ue4jam

    Epic Games has announced the Unreal Engine #ue4jam for Spring 2018. Once a quarter, Epic hosts the #ue4jam to give developers a chance to create new projects, sharpen their skills, and compete for prizes. Prizes include an Intel Optane SSD 900P, a Houdini Indie license from SideFX, and more. Learn more from the Unreal Engine blog here. View full story
  17. Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task. From blueprints to C++ in Unreal Engine If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++. Learn and practice C++ Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain. Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better.
  18. Learning game development in Unreal Engine could be a daunting task for someone who don’t know where to start, and a cumbersome process if you don’t organize your progression correctly. One thing commonly known by experienced developers and by people unfamiliar with coding: mastering a development language is a long and difficult task. From blueprints to C++ in Unreal Engine If you want to learn fast, you need a good learning strategy. Unreal Engine contains a very powerful tool which you can use to learn C++ faster: its blueprint system. Blueprints are extremely easy to learn (and you may already have a good knowledge of them). Thus you can conveniently use them as a guide for writing code in C++. This is the reason why I am writing a tutorial series on how to make the transition from Unreal Engine blueprints to C++. Learn and practice C++ Following this tutorial, you’ll acquire new concepts of C++ programming in every chapter. Then following chapters will give you reasons to reuse and practice those same concepts. There’s no better way to wire you brain. Link to the tutorial: [Tutorial] Learn C++ in Unreal Engine 4 by making a powerful camera Please do send me as much feedback as you want. I’ll be considering every constructive remarks and taking them into consideration. Your feedback will help me to improve and update the existing chapters and to make the next one better. View full story
  19. Not to long ago we announced World Max for Unity edition. I thought this would deserve some explanation on the system, what we are aiming to achieve as there have been some questions regarding the procedural and technical aspects of World Max for Unity. "World Max" is not just a procedural terrain, city and dungeon editor plugin. It is a complete fantasy world generator plugin. The goal is to allow for world and scene generation in Unity. How is this achieved? When the plugin is complete there will be a menu that you can access in Unity. On the panel you can select various options, enter in world size, max elevation and declination. The generator will produce a database with various vector, elevation and seed data. It will also produce a 2D topographic map with links that when clicked in game that are connected to the appropriate data in the database, will access that data, and procedurally generate the scene. The scenes will transition to the next scene according to the boundary location in game of the prior scene you are transitioning from. What are the features in "World Max"? First, "World Max" features all content necessary to quickly and easily produce a fantasy game of your choosing. This includes all assets, textures, models, sounds, scripts, special effects, and all content will be expanded over time. Menus are included and can be easily modified to a custom look. "World Max" is also a fully featured procedural fantasy world generator, the menu being accessed from inside Unity. Second, game mechanics, timing, are all gone. Fantasy games are wide and varied. To include the most options, "World Max" is designed with a turn based, real time mode. "World Max" is also multi-player or single player. Game mechanics, such as combat, travel, timing, are all unique to the "World Max" system. Can "World Max" be used commercially? Yes. When you purchased the full edition you will have a indie license, professional license, and enterprise license. Indie license allows for unlimited production by the individual. A professional license is good for small teams up to five people. A enterprise license is for larger companies who will be using "World Max" in a team larger than five members. The professional and enterprise license are only useable with Unity and Unreal professional edition or higher and one major difference is the multiplayer setup. Indie only allows for smaller network games, professional and enterprise allow for massive multiplayer projects. What are the technical requirements? Obviously, familiarity with Unity is a requirement. However, the in depth knowledge on programming and features of Unity is not. What do I mean? "World Max" is designed to eliminate much of the programming work. Technical issues like multiplayer are already done in scripts, attached to objects and ready for game play. The database, media assets, already done and provided for. Most of the work will be spent in designing the world and story line compared to programming and creating the world. While you will have to modify certain maps for special purposes, you will not need to create your entire game world as that is done by entering parameters and procedural generation. What platform is "World Max" for? It has varying levels of quality and size on all media and is designed to compile for PC, Console and Mobile platforms such as Android, iPad and Windows. "World Max" will not compile for smaller phones and devices.
  20. Once again we have a new entry to this devblog. First of all some logistics: We will post new updates every other week from now on because we just don't make enough breakthroughs to justify wasting your time every week. And we decided to categorize these entries. So far we got "Update" and "Feature". Updates will deal with the current state of the game while Features are more theoretical and will explain certain features we are planning on implementing or are currently implementing. So let's jump right in, shall we? The cell stage is coming along nicely. You can see the current state in this video on our ... Could that be? On our brand new YouTube channel! There are still two minor bugs with the compound clouds: #1 Vertices only move until they are in the center then stop there; Solution: Move the cloud end reorient the vertices as soon as one hits the center #2 You can basically swim through the cloud and as long as you don't get too close to any vertex it won't deform; Solution: If you are between a vertex and the center move that verteg towards the center of the mesh One feature we wan't to add that isn't in the code yet: Calculate the value of the clouds (the amound of the compound you can extract from it) based on the mesh's volume. So far it's a static value and the mesh simply disappears once it's zero. Also you don't gain any compounds from consuming the clouds yet. But that will change within the next week. During that time we will also implement the different types of clouds. So far there is no solution in sight on how we will generate the cloud representation so we can finally make the mesh invisible. This is our main hurdle at the moment. There is now a Logging function that writes important messages into a log file, e.g. if the connection to the database failed. That's right: We now got a database connected to Lyfe. There will be a separate DevBlog on its structure once it's fully planned out. We decided on SQLite. Mostly because it does everything we need and is easy to use. Another thing that's currently being discussed is how we should save your creations. The first idea was to use XML: <Creature name="" stage="creature"> <Backbone count="6"> <!-- starting at 0 then move in one direction and note all vertebrae then the other direction alignment in the degree varying from horizontal --> <vertebra id="0" parent="" alignment=""/> <vertebra id="1" parent="0" alignment=""/> <vertebra id="2" parent="1" alignment=""/> <vertebra id="3" parent="0" alignment=""/> <vertebra id="4" parent="3" alignment=""/> <vertebra id="5" parent="4" alignment=""/> </Backbone> <Limbs count="2"> <!-- type are the prefabs you pull into the creator x and y position on parent body mesh or something Limb set as tail/one central leg etc are symmetrical but not split --> <limb id="0" parenttype="body" type="" positionX="" positionY="" symmetry="y" split="y"/> <limb id="1" parenttype="body" type="" positionX="" positionY="" symmetry="y" split="n"/> </Limbs> <Extremities count="2"> <!-- Extremities can also be put onto the last vertebra--> <extremity id="0" parenttype="limb" parent="0" type="" scale=""/> <extremity id="1" parenttype="limb" parent="1" type="" scale=""/> <extremity id="2" parenttype="vert" parent="5" type="" scale=""/> </Extremities> <!-- ... ... ... ... ... --> </Creature> But one of the problems was finding a proper way to parse it while directly constructing your creation after each parsed node. Also XML files are gerenally constructed in scripts like C# or JS (from my experience; correct me if I'm wrong). This would create some additional steps while storing your creation so we decided against it. The next thing is a quite simple text file that looks pretty much like a config file and our programmer came up with: #CREATURE creature #BACKBONE 6 #VERTEBRA 0 -1 0 #VERTEBRA 1 0 0 #VERTEBRA 2 1 0 #VERTEBRA 3 0 0 #VERTEBRA 4 3 0 #VERTEBRA 5 4 0 #LIMBS 2 #LIMB 0 body -1 -1 -1 y y #LIMB 1 body -1 -1 -1 y n #EXTREMITIES 2 #EXTREMITY 0 limb 0 -1 1 #EXTREMITY 1 limb 1 -1 1 #EXTREMITY 2 vert 5 -1 1 As you can see the structure is preserved so all parent objects are listed before their children so the creature can be built line by line. All the stats are missing a defining name now and this is the only let down with kind of structure: it's not that easy on the eye and probably hard to understand. But it's easy to write, easy to parse and a lot smaller. The second one only is a third the size of the first one (after you remove the comments). I guess that's it for this week. And as always we would appreciate if you shared your thoughts with us. Keep on evolving!
  21. Align sight to camera

    Hi everyone,I got stuck with my approach to aiming down sights. I've set up my first person arms mesh to be a child of the camera. Added a socket on the right hand of the skeleton to which I attach my weapon and there is a socket in the weapon used to signal the point at which the camera should sit during aiming down sight. When the players aims holding left click what I'm trying to do is to calculate the offset of the sight socket to the root of the FPP Mesh while on the aiming down sights pose and move the camera based on that. I'm using the code attached below. It's Unreal Engine but the problem seemed generic enough to qualify as an algebra one. What I'm doing is obtaining the transformations from the camera to the sight bone. That gives me the sight transform relative to the camera. After that I just negate the translation vector and add it to the first child of the camera. I was expecting to have the sight bone sit at the exact same point as the camera. What happens is that it is almost there but it's not correctly aligned. I believe my math and the general idea is right. Any ideas why this could be failing? Here is how I apply the resulting transform and below how I obtain it. Thank you very much for reading. FVector Translation = DeltaTransform.GetTranslation(); Translation.Z = 165.0f; /*Translation.X += Translation.Y; Translation.Y = Translation.X - Translation.Y; Translation.X = Translation.X - Translation.Y;*/ DeltaTransform *= DefaultMesh1PTransform; DeltaTransform.SetTranslation(Translation); Mesh1PCamOffsetLocationDelta = DeltaTransform.GetTranslation(); Mesh1PCamOffsetRotationDelta = DeltaTransform.GetRotation(); bInterpMesh1PCamOffset = bInterp; UE_LOG(LogTemp, Warning, TEXT("DeltaInverse Location x: %f, y: %f, z: %f"), (DeltaTransform).GetLocation().X, (DeltaTransform).GetLocation().Y, (DeltaTransform).GetLocation().Z); Mesh1P->SetRelativeLocation(DeltaTransform.GetLocation() * -1); UE_LOG(LogTemp, Warning, TEXT("Rotation yaw: %f, pitch: %f, roll: %f"), DeltaTransform.GetRotation().Rotator().Yaw, DeltaTransform.GetRotation().Rotator().Pitch, DeltaTransform.GetRotation().Rotator().Roll); FTransform HandToComponent; HandToComponent.SetIdentity(); FTransform BoneTransform; USkeletalMeshComponent* Mesh1P = CarryingPlayer->Mesh1P; // Get transform to weapon attach socket space HandToComponent *= FirearmMesh->GetSocketTransform(FName("sight_point_socket"), RTS_ParentBoneSpace); HandToComponent *= Mesh1P->GetSocketTransform(Firearm->GetCarrySocket(), RTS_ParentBoneSpace); // Get transform from the right hand bone relative to component (root bone) FName CurrentBoneName = FName("hand_r"); while (CurrentBoneName != NAME_None) { ArmsADSIdleAnimSequence->GetBoneTransform(BoneTransform, Mesh1P->GetBoneIndex(CurrentBoneName), 0.0f, true); HandToComponent *= BoneTransform; CurrentBoneName = Mesh1P->GetParentBone(CurrentBoneName); } return HandToComponent;
  22. Invasion is a survival horror game based on a story of a father visiting his only daughter. Things didn't go as planned though, his daughter is missing and her house has been invaded by something unknown. Here's the game's GameJolt devlog and teaser #1: https://gamejolt.com/games/invasion/330824 Thanks for your time!
  23. After some messing around with B2M, finally got the textures detailed and looking good. You can see one of our dirt textures at 1k the final materials include mobile 1k-512 and standard to high shaders' adding 2k textures: Also got our temperate pine imported for mobile, 6p x 1k with 2 LOD's: Standard Trees will be 10p up to 2k quality and High Trees will be 14p up to 2k quality! In a few days should have enough terrain textures to begin procedural world generation scripts. So stay tuned!
  24. While I haven't posted the mobile version being done in Unity in the projects yet, I am working on a Unity - World Max version of the game with a very specific setup. We are needing the following: CG Artists, 3D Modelers, Textures via Substance Unity & Unreal Programmers Special FX Creators Get the latest here: Check out our epic music audio enticer video on the right side of the page!
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