UE5: Sphere Trace - (HIT SCANS)

UE5: Sphere Trace - (HIT SCANS)

Royal Skies

1 месяц назад

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@EthanFilms
@EthanFilms - 21.06.2024 00:41

Hey Royal, do you know about landscape materials? I made a tiling landscape in world machine and also created a set of tiling splat maps. But no where is there a video thay explains how to handle landscape splat maps that tile / are made of mutiple images. Im not talking about making a tiling material that breaks up repetitive textures: I mean for an actual tiled landscape build that is composed of multiple height maps to make a giant open world, instead of how in every tut where they only use one singular height map.

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@oldgamers100
@oldgamers100 - 18.06.2024 05:01

Theres a common bug on unreal, which makes your trace object to not report certain properties, like the location of the hit, normals, etc... despite being detected. To solve this, add a little offset to the "start" or "end" vector. like [0.001,0.001,0.001]. Its a problem that gets overlooked, but when you truly need it, it is a nightmare to figure it out, because of how ridiculous the solution is.

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@hoyteternal3173
@hoyteternal3173 - 18.06.2024 03:10

you dont need to trace sphere if you want just query something in a radius, just use sphere overlap, no need for trace

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@mavencore3557
@mavencore3557 - 18.06.2024 01:45

There is also sphere overlap actor/components if you want to just use a sphere. Sphere traces is normally used for things like a line trace but with depth. Like for a thicc projectile.

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- 18.06.2024 01:38

Any long tutorials planned?

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- 18.06.2024 01:38

Skibidi sigma

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