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UEFN Verse:
- No abstract instance allowed. All devices must exist in the map as actor in order to function
- Prop Manipulator only calls on harvest when it is damaged by an axe AND when the prop manipulator think there are still resource in this node
- To make infinite resource node, override the resource and then you can set the resource given to 0 so it never decrease
- If your Prop Manipulator is controlling a blueprint, OnHarvest would not be called if the blueprint is set to not drop resources
- The default cube doesn’t seem to have right UV……not big deal but it make it not idea to use when doing material work while waiting for the model
- The default blueprint asset is a big pink glowing cube. If you are making particle effects with blueprint assets and see that, that means you didn’t setup that particular asset
- Material can do some cool thing to rotate the model, but it doesn’t seem to like the animation controller (or the basic cube has something that messed it up, like bad UV map)
- I really want a way to properly make a function fail instead of doing something like 5/0 or Mod[10,0]
- When you are doing material work in UEFN, there are something special when it come to sizing the object from material
- If you are using the material in blueprints, make sure you check “Evaluate World Position Offset” to be true. Otherwise the sizing function for the material will fail
- Want to reference material in verse? put them in Materials folder and you can reference it as “Materials.MyMaterial{}”
- Want to organize it in folder with in the materials folder? Declare modules in Verse such as below:
- TopLevelFolder<public>:= module:
SubFolder<public>:= module:
- TopLevelFolder<public>:= module:
- Then you can access it as “TopLevelFolder.SubFolder.MyMaterial”
- Want to organize it in folder with in the materials folder? Declare modules in Verse such as below:
- Sound device does not have the feature to play sound on location (not the same as play to an agent), it also doesn’t have the feature to set the sound in the Verse. You need a lot of sound device if you want something to fire different sound in different situation AND you want multiple players to hear
- Technically, you can collect players who are close to target location and play to them in Verse, but it doesn’t really give you directional information if you care about that. Regardless it does work but making more sound device and make them play when right condition is met individually is still an easier/more native solution
- The solution of teleport the sound device to target location and play has issue when the same sound is being triggered multiple times, since it can only be played in one location.
- FindCreativeObjectsWithTag is bugged in npc_behavior?(need to verify that)
- Analytics require an agent when they fire event, which make things a bit strange. Say we want to know if no one have enter/interact with something, the right way is putting analytics device on every other option, which can be a lot depends on the game
Unity:
- I was just amazed by the input manager, but after looking into it a bit more. There are actually things that is pretty easy that it doesn’t cover/require extra setting
- For any key press input, it doesn’t have a way to tell when you release it. Even with the one that does detect release, it calls the same function as it is pressed. If you want to track press/release with one input, you need an extra bool to remember which one is which. Pretty redundant.
- Another way is use 2 input: one calls for press and the other one calls for release. Still redundant but more reliable and safe in turns of edge cases
- It used to be able to set hold time for each input, doesn’t seem like it anymore
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