also, kindah of new information. If making something in Unreal....... They introduced base classes in BP. I still recommend stick to the standard classes. They are not boated, they just contain stuff you are bound to create yourself. I think they made base available because Unreal can be used to make other types of…
as for the complete project. I go it all down to one project file and tested timelines for packaging with lumen and nanite based objects. I'm currently jamming in all my code. All visible R&D stuff has been completed. I can now move onto building out the game.
The reason why the control rig is so genius is because the advantage large studios have is lots of people working on small things all at once. Most the time in games it's about making sure the small things are done right. One major thing that is all about lots of small stuff is animation and most the time it's bulk of lots…
got all of it put together. All the fundamental systems are in place and working in 2d. Going to spend the day adding a few more things in, jump, burst, dodge, warp travel and so on, than I have to do code clean up pass. https://youtu.be/Qm_NR6AyC6c
Sweeney and his engineers have done a wonderful good deed in the world. They have killed that terrible maya program. There is no reason at all to use it...
Settled on the standard way I'm going to handle all advanced movement in the game. It's just smoother and better using only one way. https://youtu.be/-ffWuow0agA
Nothing BS about me. It's all real-time. Gotta flaunt my male prowise, let all know I'm the top chimp in the business. The business is a no love prison fight. Got the basic concept down for the scifi art tunnel. Working on the sci fi catacombs next.