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Modified the RHS Hitbox system to use GAS's "Send Gameplay Event To Actor". This way, all the hit targets are sent to the Gameplay Ability to determine how much and what kind of damage should be dealt.
Modified the RHS Hitbox system to use GAS's "Send Gameplay Event To Actor". This way, all the hit targets are sent to the Gameplay Ability to determine how much and what kind of damage should be dealt.
Quick implementation of a feature from Bayonetta, where if an attack would kill you, they give you exactly 1HP as a sort of "one last chance".
Attribute Set basically checks if the owner has a tag (provided by GE_LastStand). If so, activate this alternative damage calculation.
Quick implementation of a feature from Bayonetta, where if an attack would kill you, they give you exactly 1HP as a sort of "one last chance".
Attribute Set basically checks if the owner has a tag (provided by GE_LastStand). If so, activate this alternative damage calculation.
More tweaks to the Health Component.
- Cylinder w/100HP showcases fallback health value if it is not listed in Data Table.
- Cylinder w/999HP showcases custom override health value.
- Health Component automatically grants a "Death Ability", and callbacks for the owner to respond to.
More tweaks to the Health Component.
- Cylinder w/100HP showcases fallback health value if it is not listed in Data Table.
- Cylinder w/999HP showcases custom override health value.
- Health Component automatically grants a "Death Ability", and callbacks for the owner to respond to.
Default health is automatically read by the Health Component and used as a SetByCaller magnitude for GE_InitialHealth, which sets the owner's health.
Default health is automatically read by the Health Component and used as a SetByCaller magnitude for GE_InitialHealth, which sets the owner's health.
Boring nerd stuff for today.
I've been working on a Lyra derived health system that can be easily applied to any actor that also uses GAS. In the image below, the cube, sphere, and player use the same health system with no manual setup required.
Boring nerd stuff for today.
I've been working on a Lyra derived health system that can be easily applied to any actor that also uses GAS. In the image below, the cube, sphere, and player use the same health system with no manual setup required.
Reworking the Aurora Devs RHS to tailor it to my own tastes. For now, drawing the hitbox works but not the actual damage transmission. This vid is just aping off existing UE template.
My C++ is certainly stronger since I was able to fully convert their AnimNotify blueprint. 😄
Reworking the Aurora Devs RHS to tailor it to my own tastes. For now, drawing the hitbox works but not the actual damage transmission. This vid is just aping off existing UE template.
My C++ is certainly stronger since I was able to fully convert their AnimNotify blueprint. 😄
Using a single GA to create & evaluate multiple zones at once.
End of the video shows multi-zone and single zone GAs running simultaneously, demonstrating how two Niagara Systems can utilize the same ExportParticleData callback without fear of crosstalk.
Using a single GA to create & evaluate multiple zones at once.
End of the video shows multi-zone and single zone GAs running simultaneously, demonstrating how two Niagara Systems can utilize the same ExportParticleData callback without fear of crosstalk.
Gameplay Abilities don't have a native tick function but Ability Tasks do. Just have to go through some trouble of setting it up in C++ and bam, I can do a trace as the player moves.
Gameplay Abilities don't have a native tick function but Ability Tasks do. Just have to go through some trouble of setting it up in C++ and bam, I can do a trace as the player moves.
1. Majority of functions have been transferred to C++, with various functions doled out to base and child classes.
2. In this demo, I've decided to incorporate GAS, so detection is actually contained with a Gameplay Ability.
1. Majority of functions have been transferred to C++, with various functions doled out to base and child classes.
2. In this demo, I've decided to incorporate GAS, so detection is actually contained with a Gameplay Ability.
Not too expensive at 1/4 resolution (2px/m), clocking in at about .008ms for mask updates. I guess the detection part is up next...
Not too expensive at 1/4 resolution (2px/m), clocking in at about .008ms for mask updates. I guess the detection part is up next...
Slowly but surely hardening the functionality now that I have a better idea of what I want.
Slowly but surely hardening the functionality now that I have a better idea of what I want.
Instead of using my central "Paint Stamper" system, the Zone system painted the zone. But, that means the Paint Stamper is unaware of the changes so I currently have a questionable workaround that fires every frame.
Instead of using my central "Paint Stamper" system, the Zone system painted the zone. But, that means the Paint Stamper is unaware of the changes so I currently have a questionable workaround that fires every frame.
Instead, here's an image of my "version control".
I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡
Instead, here's an image of my "version control".
I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡
I can define any n-sided polygon and voila, we can detect paint in that area. Sampling resolution is kept low about 1px/m. Don't need to be too accurate.
Next, I'll introduce a fill operation, so when it hits 75%, it completely fills the zone with the winning team's color.
I can define any n-sided polygon and voila, we can detect paint in that area. Sampling resolution is kept low about 1px/m. Don't need to be too accurate.
Next, I'll introduce a fill operation, so when it hits 75%, it completely fills the zone with the winning team's color.
Tbh, I don't expect my detection zones to have any winding but I suppose it's a nice feature to have.
Tbh, I don't expect my detection zones to have any winding but I suppose it's a nice feature to have.
Spent the weekend researching the math for creating an irregular n-sided polygon to replace the previous primitive cube method.
Doesn't work with all shapes right now (such as a star) but I'll continue debugging it tomorrow.
Spent the weekend researching the math for creating an irregular n-sided polygon to replace the previous primitive cube method.
Doesn't work with all shapes right now (such as a star) but I'll continue debugging it tomorrow.
Modular contains a singular visible mesh with a single corresponding collision mesh.
Proxy allows multiple visible meshes correspond to a single collision mesh, useful for large collision meshes where multiple static meshes may be associated with it.
Modular contains a singular visible mesh with a single corresponding collision mesh.
Proxy allows multiple visible meshes correspond to a single collision mesh, useful for large collision meshes where multiple static meshes may be associated with it.
Before, I was using Dynamic Material Instances but it's a pain to set up the code per material instance. Custom Primitive Data instead only needs one node that applies to every material that shares the same index!
Before, I was using Dynamic Material Instances but it's a pain to set up the code per material instance. Custom Primitive Data instead only needs one node that applies to every material that shares the same index!
The paint UVs are fairly easy to create thanks to Blender's Data Transfer modifier.
The paint UVs are fairly easy to create thanks to Blender's Data Transfer modifier.
If a static mesh is added to the "Visible Mesh" variable, it will automatically create a component to show the added mesh. Perfect for modular paintable actors similar to Splatoon 3's single player campaign.
Will work on detached visible meshes next...
If a static mesh is added to the "Visible Mesh" variable, it will automatically create a component to show the added mesh. Perfect for modular paintable actors similar to Splatoon 3's single player campaign.
Will work on detached visible meshes next...
The paint system generally works but I've decided to create a test map that forces me to flesh out various features.
Currently, I'm working on a system where a single paintable collision mesh to distribute painting params to corresponding visible meshes.
The paint system generally works but I've decided to create a test map that forces me to flesh out various features.
Currently, I'm working on a system where a single paintable collision mesh to distribute painting params to corresponding visible meshes.
Dodge Offset causes the final hit of the rapier's YYY combo to bug out. I don't even know if it's some weird root motion or motion warping error but it's neat to see that the hitbox is independent from the animation.
Dodge Offset causes the final hit of the rapier's YYY combo to bug out. I don't even know if it's some weird root motion or motion warping error but it's neat to see that the hitbox is independent from the animation.
Using Dodge Offset, it's possible to infinitely loop between standard and Blood Raven combo strings.
In this example, I am looping between the dual swords' XXXXX string and the Blood Raven XXX string.
Using Dodge Offset, it's possible to infinitely loop between standard and Blood Raven combo strings.
In this example, I am looping between the dual swords' XXXXX string and the Blood Raven XXX string.
By using Dodge Offset, you can retain your offset combo even after an Obliteration Technique.
By using Dodge Offset, you can retain your offset combo even after an Obliteration Technique.