Natalo77
  • Member for 2 years, 9 months
  • Last seen more than a month ago
How do we convey scale in 2D games?
19 votes

I believe the answer lies in 2.5D If your game is a 2D sidescroller, then you may rely on parallax scrolling, shadows and lighting to convey size and scale better. If your game is a 2D topdown or ...

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Connecting Player and Rope classes in a rope-swinging game
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2 votes

Depends how your engine works. Your player could be responsible for checking for ropes, or your ropes could be responsible for checking for the player. Either way, I think both your player and your ...

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Why is "collision" event needed when there is a "trigger" event?
2 votes

Perhaps you would like something akin to portal: The cubes you can pick up have collision responses to everything to play scraping noises etc. However the cubes only disappear when they pass through ...

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Why does my 3d model become invisible as I move the camera away?
2 votes

I do not use swift, but engine Cameras usually work with a frustum, which is a special type of collider, almost like a cone away from the camera, that decides what should be drawn and what shouldn't. ...

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Modeling the logical structure of a game
2 votes

Honestly? Just draw it. Start at a high level view of just your game loop - draw what happens and under what circumstances. Then, slowly go more into detail with different components of your game ...

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Why can't this event call its parent event?
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1 votes

Answered my own question within minutes of asking the damn thing. How I created this problem When overriding parent events in Unreal, you must right click and use the context menu to add the event ...

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Why can't UObject derived objects call BlueprintFunctionLibrary functions?
Accepted answer
1 votes

This is a current bug in Unreal Engine. The thread on the Answer Hub can be found here : https://answers.unrealengine.com/questions/326679/cant-call-function-librarys-function-in-macro-libr.html#...

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Rotate Sprite in direction it is moving while beeing dragged
1 votes

When you hold the mouse button down, begin tracking the location of the mouse. Every frame, compare the current location with the location on the previous frame. If the vector from previous to ...

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How to apply linear drag to a velocity vector?
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1 votes

Well I'd say that every time you calculate your velocity, you should add your drag to it. Framerate independency is hard to achieve in Unreal, given its reliance on ticking components. So long as you ...

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How do the PhysWalking and similar functions actually handle input?
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1 votes

I'm going to answer my own question here, since I figured it out. A Player's input is passed into AddMovementInput, which then affects ControlInputVector. A MovementComponent then queries this ...

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How to predict where the soccer ball should be intercepted by an AI player after being kicked?
0 votes

Your only option is to dry run the simulation as the ball is kicked, then have the Ai begin moving to that location.

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In a top down game, once I have detected collision, how do I prevent it?
0 votes

Well If you're asking about purely preventing an invevitable movement, then simply checking the position of your proposed movement against the collision bounds of your player and the wall And ...

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Object floating on "top" of tilemap
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0 votes

From an initial look (Thank you for providing pictures), it looks like there is a collider here that we haven't seen yet. I would recommend: Check that the collider for the player is accurate Check ...

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How to find the client's monitor valid refresh rates with Unreal Blueprints?
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0 votes

Upon consultation with external sources, I came across this code for a C++ function library that exposes the functionality in DMGregory's answer to Blueprints: https://nerivec.github.io/old-ue4-wiki/...

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Positioning ropes equidistantly on a landscape display
0 votes

I think your screen size will likely vary between phones. You should use a method to access the screensize. Probably subtract a buffer (say 200 pixels) from each side of the screen size (e.g. 1920 - ...

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What does 'AlwaysResetOnEntry' do, and where would it be used?
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0 votes

I got this reply from someone outside of Stack exchange, so I'll post it here to help others Searched the code for bAlwaysResetOnEntry, looks like its used for animation state machines. Implies its ...

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Zoom into character upon collision
0 votes

You need to 'interpolate' (commonly shortened to 'interp') your 'camera position' towards the object. Edit You have correctly identified a collision response event. However, the name of your class ...

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Is there a way to make the enemy start its pathfinding once the player is in a certain distance than the enemy
0 votes

So you're telling us that the AStar pathfinding is 'always active' In this AStar module you mention, there will undoubtedly be some way to turn it on and off for individual entities (enemies) it is ...

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Adding a time-delay without changing the function signature
0 votes

My method would be to add a separate function in your subclass to achieve this. class BFS { public abstract void OnNewNodeDiscovered(Node node); public void FindPath(Node start, Node end) {...

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