This:
mSlipAngle = FMath::Atan2(mLocalVelocity.Y, absForwardVelocity)
Instead of:
mSlipAngle = FMath::Atan(mLocalVelocity.Y / (absForwardVelocity + FGearUtility::epsilon));
This:
mSlipAngle = FMath::Atan2(mLocalVelocity.Y, absForwardVelocity)
Instead of:
mSlipAngle = FMath::Atan(mLocalVelocity.Y / (absForwardVelocity + FGearUtility::epsilon));
I'm excited to launch this account dedicated to teaching Cambridge AS & A Level Mathematics (9709) and Further Mathematics (9231) for the 2026-2027 exams!
#manim #math #alevels #alevel #fmath #furthermath #furthermaths #mathematic #cambridge #trending
I'm excited to launch this account dedicated to teaching Cambridge AS & A Level Mathematics (9709) and Further Mathematics (9231) for the 2026-2027 exams!
#manim #math #alevels #alevel #fmath #furthermath #furthermaths #mathematic #cambridge #trending
(and in c++, it's FMath::GetReflectionVector)
(and in c++, it's FMath::GetReflectionVector)
Comparison A resolves to True
Comparison B resolves to False
They should both fail!
Comparison A resolves to True
Comparison B resolves to False
They should both fail!
What i have now:
-
bool isLngFrictionUp = (mLngFriction - aLastLngF) > 0.001f;
aLastLngF = FMath::Lerp(aLastLngF, mLngFriction, 0.1f);
float lerpLngF = isLngFrictionUp ? 1.0f : 2.0f;
-
What you think? Any optimization/correction?
What i have now:
-
bool isLngFrictionUp = (mLngFriction - aLastLngF) > 0.001f;
aLastLngF = FMath::Lerp(aLastLngF, mLngFriction, 0.1f);
float lerpLngF = isLngFrictionUp ? 1.0f : 2.0f;
-
What you think? Any optimization/correction?
Comparing floats in Unreal? Be careful — Value == 1.f might fail due to IEEE-754 imprecision.
✅ Use FMath::IsNearlyEqual() or IsNearlyZero()
🎨 In Blueprints? Use the “Nearly Equal” node.
#UnrealEngine #GameDev #CPP
Comparing floats in Unreal? Be careful — Value == 1.f might fail due to IEEE-754 imprecision.
✅ Use FMath::IsNearlyEqual() or IsNearlyZero()
🎨 In Blueprints? Use the “Nearly Equal” node.
#UnrealEngine #GameDev #CPP
Use the function that your engine gave you, or use an epsilon (nerd name for "a kinda small number).
Unity: Mathf.Approximately(a, b)
Unreal: FMath::IsNearlyEqual(a, b)
With an epsilon: abs(a - b) < 0.0001
Use the function that your engine gave you, or use an epsilon (nerd name for "a kinda small number).
Unity: Mathf.Approximately(a, b)
Unreal: FMath::IsNearlyEqual(a, b)
With an epsilon: abs(a - b) < 0.0001
It feels like this comment is pointing to some nontrivial missing steps. E.g. for expr node, dealing with an AST would probably be worse? To the extent that the proof of concept doesn't mean much.
It feels like this comment is pointing to some nontrivial missing steps. E.g. for expr node, dealing with an AST would probably be worse? To the extent that the proof of concept doesn't mean much.
The refactored version works, formula clamps to 0-1 but gives slighty different results, but cant find the problem.
frontShare = FMath::Max(0.0f, FMath::Min(1.0f, mTorqueShares[0] -lockRatio *(1.0f -(rearSpeed /frontSpeed )) *mTorqueShares[0]));
Any idea? #UE5 #Programming
The refactored version works, formula clamps to 0-1 but gives slighty different results, but cant find the problem.
frontShare = FMath::Max(0.0f, FMath::Min(1.0f, mTorqueShares[0] -lockRatio *(1.0f -(rearSpeed /frontSpeed )) *mTorqueShares[0]));
Any idea? #UE5 #Programming
bool isAccel = (mAccel - aOldAccel) > 0.01f;
aOldAccel = FMath::Lerp(aOldAccel, mAccel, 0.2f);
debug = isAccel ? 222.0f : 0.0f;
If Throttle goes up = 222.0, if stays/down = 0.0f
Added "0.01f;" as tolerance in bool or not works.
#UnrealEngine #Gamedev #Indiedev
bool isAccel = (mAccel - aOldAccel) > 0.01f;
aOldAccel = FMath::Lerp(aOldAccel, mAccel, 0.2f);
debug = isAccel ? 222.0f : 0.0f;
If Throttle goes up = 222.0, if stays/down = 0.0f
Added "0.01f;" as tolerance in bool or not works.
#UnrealEngine #Gamedev #Indiedev
#UE5 #gamedev #indiedev #code #cpp
#UE5 #gamedev #indiedev #code #cpp
mTargetSteeringInput * FMath::Abs(mTargetSteeringInput)
Guess is the best way now? If anything better, let me know.
Credits to @xblasco.bsky.social
FMath::Pow(mTargetSteeringInput, 2) * FMath::Sign(mTargetSteeringInput)
But, Is the correct way? Better alternatives?
#UnrealEngine #UE5 #Gamedev #Indiedev
mTargetSteeringInput * FMath::Abs(mTargetSteeringInput)
Guess is the best way now? If anything better, let me know.
Credits to @xblasco.bsky.social
my assumption for UE is:
mTargetSteeringInput * FMath::Abs(mTargetSteeringInput)
my assumption for UE is:
mTargetSteeringInput * FMath::Abs(mTargetSteeringInput)
FMath::Pow(mTargetSteeringInput, 2) * FMath::Sign(mTargetSteeringInput)
But, Is the correct way? Better alternatives?
#UnrealEngine #UE5 #Gamedev #Indiedev
FMath::Pow(mTargetSteeringInput, 2) * FMath::Sign(mTargetSteeringInput)
But, Is the correct way? Better alternatives?
#UnrealEngine #UE5 #Gamedev #Indiedev
This will make any Timeline of *any Length* play for the given Duration.
I prefer to then author my curves from 0-1.
#GameDev
github.com/BenVlodgi/UE...
This will make any Timeline of *any Length* play for the given Duration.
I prefer to then author my curves from 0-1.
#GameDev
github.com/BenVlodgi/UE...