Hello! I am using multiple landscape layers each with its own GrassTypes which spawn foliage meshes. I set culling distances for all the meshes and sometimes I really have to get close to an area to make the foliage spawn- which is not a problem when working on a scene but it also happens during rendering. The GrassTypes…
How do I correctly spawn static meshes via kismet at runtime? The way i have it working right now is placing the mesh in the map hiding it at map start then unhiding it via a trigger. Are hidden meshes not rendered ? Basically I wanted to spawn static meshes randomly from a list on certain locations at runtime. How do I do…
Hi, I am trying to Spawn an animated (Skeleton Mesh) animation (Looping or Rigid) from the Actor Factory. Then I want it to move from one point to another (Left to Right). I got it to Spawn from Actor Factory when the level is loaded. How do I make it move or go from A to B (pathnode). Thank you for anyone helping me.
@dlver - I agree. Ill probably just do a cave as an entirely new project down the road. @Eric Chadwick good call. I think Ill start messing with that. And I really like that idea about water staining. I was also thinking some caustics up against the walls of the river.
And to answer the question about my process, Blender or ZBrush for sculpting, then Substance for texturing, RizomUV or Marmoset for UVs/bakes. The bits that kill me are: – Jumping between sculpt > bake > tweak > rebake. – Manually fixing UV shells to avoid stretching/texel issues. @AsdiusWork what’s the add-on / flow combo…
Hello, I have begun a new game project and before I go too far with it I want to test things out in Unreal. There is one third party tool I use in Unity that I believe I would need a counterpart to in Unreal. Vegetation Studio is is a robust tool that lets you define biomes, where they go, what spawns in them,…
Loving this so far! I will say, the dark background through the stained glass (that bright-ish sunlight is shining one & through) isn't helping at the moment-- as it should be brighter through that crack, or the stained glass shouldn't be as bright as it is. It's kind of a weird concept, as it's a ruin, so where is the…
I think I already know the answer to this, but will ask anyway: is there a way to set up an effect in Cascade and include (spawn) a light for say, an explosion effect?