#ue4-general
1 messages Β· Page 201 of 1
you're just trying to scare the poor kid
when tons of people do this
yeah, don't sell it
that much is a DUH
advice*
Is the CSS on the website not loading for anybody else?
Just because tons of people do it doesn't make it legal, FFS
yeah while you're at it
never smoke pot
never kiss a girl before marriage
and don't do gay stuff
SOLID advice
you won't risk lawsuit over recreating art for a reume
resume
you get a takedown notice at most
100% won't
But they could still do it
if you sell it, you might
That's possible
It isn't
It really is :/
your mixing up possibility and propability
^
And I'm saying you're restricting your options and legal choices about your project, and it's 100% a better idea to have your own IP
Being a dick about it doesn't make it right
I swear we have this conversation like every month
NEGATORY
this is like the 10th+ time
Maybe he'll want to apply at EA in a decade and they're going to say "wow you're stealing our art"
spams links
makes me right
Well, let's agree to disagree here
lmao
Insults are completely unwarranted and juvenile here
So much for experienced adults
guys don't fight over this matter, its true we need some sticky notes about this subject as many of us have no teaching in law and IPs
get more sense out of victor honestly, (just kidding love you bro π )
The statute provides that fair use of a work βfor purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use, scholarship, or research)β is not an infringement of copyright. ""
here's trhe law
That may be the law in some countries
RESEARCH
"To determine whether a given use is fair use, the statute directs, one must consider the following four factors:
the purpose and character of the use, including whether the use is of a commercial nature or is for nonprofit educational purposes;
the nature of the copyrighted work;
the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and
the effect of the use upon the potential market for or value of the copyrighted work.
These factors are not exclusive, but are the primaryβand in many cases the onlyβfactors courts examine. The following questions consider each of these four factors in turn. "
i thought u where done? lmao
tldr; Don't ask plebes on Unreal Slackers for legal advice
You can still be sued even if you're 100% within your rights
first thing coppied from google, sure makes the argument 100% correct
LOL
Question is.. has anyone ever been through an actual case of being sued for fan art, in whatever form may it be ? I have no clue, but willing to bet that nope.
how about NOTHING supportying the other side from google
@grave nebula exactly what I'm proving here
Are you done insulting people here ? Because that's not an adult talking I see here
@last loom thanks for the article
until one of these big companies DOES, an precedent has been established, and in the case of PERSONAL research that is NOT published or sold, and shown for COMMENTARY or CRITICISM only is PROTECTED by the fair use act
a*
And you can still be sued about it
slightly off topic Stranger but i must know
using caps lock sure makes argument correct
Do u ever use PrimaryDataAssets vs DataAssets?
π
don't try to give answers if you don't have them
@pallid compass No I only use regular data assets
people who are wrong piss me off
Nobody will give a flying until you have something to be charged off from you. Worst case, you would be forwarded a mail, politely asking to take the content down.
"I'm such an experienced adult ! LISTEN TO MEEE!"
^ Well said
once i stated my oppinion on his stream, got silenced. this attitude doesnt surprise me much
Anyway
πΏ
@stoic moth Basically, create your own IP. You'll be able to do whatever you want - releasing assets to others, releasing a playable game, selling it 5 years from now
If you're doing a fan game, obviously never sell it, be super clear that it's fan art and not your IP
but he wrote in caps lock that you can use other IP, you mean capital letters lie?
But really, don't put energy and time into something you won't own
yeah bigger point
u prob have no idea how much effort even a small game takes
never mind multiplayer
@cloud cobalt i tottaly get that, but this is for me a showreel, i want to show hey i've replicated Mona Lisa lets say but of course i'm copying a game in a HD remake format but with NO intent on commercializing it
or campaign etc
just portfolio reason
@stoic moth seriously, the law is on your side, all examples are on your side
Still, it's a waste of your resources π
these guys are just butthurt that someone proved them wrong
π
this proof is worth less than a shit on the ground
I'm done arguing on this for what it's worth, i'm not @stoic moth 's father
ok this is someting, if i get in writting from them that i can do so for my portfolio then that's the end of this argument right ?
This is worse than when u hear your ue4 compile noise go "NO"
here's a good line for ya: "For example, the Supreme Court has stated that the more transformative the new work, the less will be the significance of other factors, like commercialism, that may weigh against a finding of fair use."
@stoic moth Yeah, if you get written permission, it's mostly all good as long as you follow guidelines you'll get.
the fact remains that no big company has bothered suing a kid for ecreating their art for their personal portfolio
in fact they may hire you
there is a guy that is making starwars remake, but he had to ask for permission from EA or whoever own the old game. probably he knows more about this matter from his personal experience
The best you can do is get legal advice about it, because law changes all the time, isn't the same in all countries, and even being right isn't protection if you can't afford to defend a frivolous lawsuit.
now that is a big point ^
That's how patent trolls work in the real life
"Pay us $5k for this completely invalid patent or we'll force you to spend $10k in court"
may I also point you to the MYRIAD of blatant rip-off games that DO get published?
you're not even selling it
stop sweating
have you guys ever even HEARD OF https://www.deviantart.com/
No point in arguing about it, no one here is a real lawyer, and no law is universal.
Three safe options : don't do it, ask a lawyer, ask the owner.
Good luck @stoic moth π
"You wouldnt put ur weanie in a ducks mouth would you?"
think be safe
calm down fam
take a deep breath
let it go
yes
@cloud cobalt thanks will seek out contacting them i even have a HR contact on linkedin from EA Bucharest Romania (my country :P)
follow your own advice "fam"
@stoic moth badass I filmed part of my movie in Romania!! π bucharest is soooooo cool
I don't know anything about Romanian law, so be sure to ask a lawyer if you can.
i cant even follow my own programming framework how the hell will i follow my own advice?
then again teach me to use the GAS system lmao
they should change the GAS system to the Forbidden Fruit by Epic
@pallid compass ok cool I like you again π
what's the GAS/Forbidden fruit?
The most fucked up and most powerful framework for games / skills / RPG system u will ever meet in your life
Its a plugin that comes with the engine
Seriously.
in unreal engine?
Yes.
is it the "abilities" system?
Yes
GameplayAbilities
"Game abilities syste,"
Gameplay ability System
aaaah
ok
I was thinking about getting into that but it looked like they stopped working on it?
like it was some pet project that got left behind?
and still going
yeah good luck with that
Trying to GAS is like
trying to fight a brick wall
in the dark
is ready
haha what makes it so difficult?
I imagine multiplayer would be like early suicide then
@pallid compass I'm fine with UE4 thnaks π Though I don't do gameplay abilities, my game has much too old a structure and that stuff didn't exist when we did the bunch of it
Its a very complex System with very low documentation and it has no mercy for anyone
tldr there is 0 hand holding
do not exists
learned everything from his cat
There is one tutorial written by a friend of mine Kaz, and thats it.
oh shit that's C++
is it in blueprints or do you have to use C++?
all c++
yeah if u dont even c++ dont even think about it
haha
what advantages does it have over just programming your own?
the framework is just
too god dam strong
Prediction
Roll back
insane replication and control
Beyond what u would have prob ever read online
its the system they use for paragon and fortnite
@willow stump are u even around slag
I'm usually only browsing the GPA channel π
describe the GAs system for me,
u make it sound way more scary than i can
actually ima find one of ur posts about it to someone
Aha!
A gleam of light in the darkness!
"It is also not 100% exposed to blueprints, partially, but not entirely,"
dives in
π jk of course
Its not actually usable with out c++
prob a bad idea
best to start on blueprints to learn how the engine works
and best to massively brush up on c++ before u try and use it
I got this error when I tried to take a project that started in Blueprints into Visual Studio
is that just not possible
pretty sure u can
:/
not sure i use a custom engine
ah
<-Uses BP Based project. Only uses BP for design purposes, rest C++
cant remember the last time i used the launcher engine
yeah best way to be
Prototype with blueprints
then covert down to low end
and use high end blueprint access to c++ for designers / non coders / artists
yeah if we keep talking about C++ I'll only piss you guys off π
We've managed to stick with the launcher engine here, I'm fairly happy about that. Wouldn't want to maintain changes over 20 engine versions
yeah I'm tempted to use Hairworks in a modified source but I don't want to deal with basically any of the process π
mostly updating engines
honestly
i really really wouldnt
with out a specialist
hairworks is so ugh, whats the word?
Usually works to just customize a Class to a certain extent or other kind of work around, I haven't found a situation that forces me to change the engine code yet
"HI IM HAIRWORKS IF U DONT DO ME PERFECTLY IM GONNA CRASH UR MAYA AND ENGINE 24/7 GOOD LUCK FAM CUS THERES NO INDATE TUTORIALS"
@pallid compass can the gameplay ability system prediction and rollback that you mentioned work for hit detection?
no sorry
ur thinking of the wrong type or prediction
we are talking prediction of damage, resource usage, etc
and abilities to rollback numbers when FPrediction keys get rejected by the server for x reason
Okay no worries, thanks!
something else as well i cant remember
@willow stump what am i forgetting u ball of knowledge
In the case of prediction and stuff, is that for the client to see immediate results before the server computes and verifies/corrects?
yup
ie visuals, damage #s, etc
u press button
target takes dmg, u lose mana
happens instantly
no waiting
server catches everyone up and its self using FPrediction keys
what's the best place to learn about client prediction? I imagine it's a fairly complex process but once yo uunderstand it, you can apply it tro anything
if things go sour clients rollback
The UE4 multiplayer course on udemy is great
honestly
no fucking clue, if ur talking number prediction
C++ though
because it gets complicated as fuck
to do it right with out a huge overhead sort of thing
yeah
I guess it's not necessary for a game that purposefully avoids twitch-reflex gameplay ey?
is working within his bounds
it works best for things like
Bush button
fireball goes off
etc
both my big boi's typing
best multiplayer thing is exis network compendium
yeah I put notes from it all over my blueprints
best document in ue4 networking
i dont know why its not part of the ue4 official documentation
yeah the wiki lacks examples on everything
it being in that like horizontal graphical format
Also Cedric's document is great if you know what you're doing, but it doesn't teach prediction/rollback as a general technique, it only teaches the engine tools, not how to use them
kaz u have been typing for like 5 mins push enter dam it
the thing is that prediction/rollback is 100% game specific
you can see how other games did theirs, and think how can you do something similar that fits your game
(fuck gdc, the talks on how overwatch does it are private)
Yes, but few resources explain clearly the general case with UE4
Actually the only sources I know of are the Udemy course and ShooterGame
ShooterGame is a mess and it uses Character
can any of you fine gentlemen tell me why my blueprint debug glowing wires aren't lighting up?
while playing in new window
basically been the same since Rocket Beta
yeah I couldn't glean shit from shootergame or the stream they did for it
It's five years old, literally, and really really messy overall. The session stuff is nightmarish to read
or the UI
the movement and shooting part, and gamemode, is quite fine
also shows example on how to do tricky stuff with the platform QAs
But the biggest issue is it's a character-based game, so it's completely useless for anything else
I wish there was a clean and modern networking sample with a non-character pawn and a clean session
For sessions, the best resource is the session plugin
For non-character pawns, it's the udemy course
For character games it's, shootergame I guess ?
shivers
still better than unity π
why non-character?
I understand why non-character for making your game, but why non-character for the tutorial?
Character has built-in replication with prediction/rollback, so ShooterGame doesn't implement it separately
If you're not doing a game with animated walking humanoid characters, though, you can't use that specialized class anymore
but maybe if we pester them
let's spam #AdvancedMultiplayerTutorial at the GDC live stream
#TeamAMT
πΌ
Any multiplayer game that's not using humanoids needs to completely rewrite prediction:rollback from scratch
Would it be a gross misuse of character to just implement what should normally be pawn types as characters just to get at the replication features π€
no
I was about to say that
why not just use character
and ignore most of its features / turn them off
character has flying movement mode
you could use it for things like a spaceship
but
and very but
you probably are going to have characters anyway
also custom movement
You can use character with flying movement, but you're going to bump into problems all the time
It's really specialized
^
when will they make a separate movement comp dam it to add to other things
I made a flying character
just copied the spaceship movement things from that cow sucking up tutorial
and added some more
got full Descent style controls real simply on a character
if u know 4d math
u can make some fucking awesome movement components for flight
using quaternion its so good
cool beans
lmfao
UE4 rotators are pretty good for what they are, but really, quaternions
I used to be really good with geometry and vector math as a kid so I'm looking forward to getting into that more π
there minds would explode lmao
ok ok I'm using bp only how can I use quats π
You can't
doh
Welcome to Blueprints
Rule 1 to learn quaternions, dont try and understand how it works, understand how to use it
just occasionally hear about cool stuff I can't use
what's the W?
get it
What
What's the W
@last loom The poster child for quaternions is : look up in your spaceship game
ummmm
think of it like that i guess, so its simple
look up?
Probably going to have some weird fun when it passes vertical
Yeah, look straight up vertical, 90Β° up
but I can do that in my blueprint only game
look up, look down, rotate right, rotate left, spin right, spin left
what's the 4th
funny how dicsussions about bootleg remakes and fan games comedown to what ever its legal or not and if someone can sue you - like discussing how to rob bank and not get caught
barrle roll* not spin
@last loom quaternions are an axis + an angle of rotation
You can look up, but probably not go past vertical and back behind you
the rest is bullshit magical math
Rotators don't handle that
but on a very high level, they are that
THATS SOOO TRUE
quat is like
no gimbal lock issues
sort of thing
wann go past 360? EZ
SLERP
all you really need to know is that quats are an axis + an angle
someone still hasn't explained what the 4th axis is
the angle
of rotation
of course, there are a few diferent things, as quats are normalized
Quat Spherical interpolation = SLERP
so an actor on an actor?
but you create, and use, quats, by basically doing axis + angle
local / world rotation
Quaternions and C++ it is, then π
π
lmao
you dont need to
I feel like it;s not necessary
all you need to know is that its a normalized axis + angle
dam we should make a plugin
and then it magics into a rotation matrix
for bp quat math
I get that sphere thing but it doesn't really tell me anything about the 4th axis
yeah this is where 4d math is mind crushing lmao
what does axis + angle mean? You can get an axis and an angle on a rotator
You can't
that's only 2
@last loom you cant
you can create a rotator by axis + angle
A rotator is only a direction
it's not 4d, it's just based on complex numbers
"accept it and shut up" does not work in the 21st century
@vale osprey that's what I thought
axis + angle being im on the X axis on 45 degree angle
I ask you
no
so a vertex on a rotator
angle
No, a position
Just an angle
lets excuse the radias and normalization
actually it's 4 only in "gamedev" as we use unit quaternions
a quaternion of 0,0,1,90
would be 90 degrees with the z axis as rotation axis
quaternions are that
^
except they are created with some normalization and magic stuff
wich allows them to be converted into matrices (for graphics) quite well
@last loom The reason people tell others to forget about how quaternions work is, it's really hard to explain why they are required, it's really hard to explain how they work mathematically
vblanco
describe all 4 axes in one sentence
You can't describe them like that
man its really not that fucking hard
its what Sion did with me
If I have a character facing forward
took me awhile to get my head around it
look at how unity does it
becouse unity is all quats
a) look down, look up
results is movement on the surface of the sphere, from point A to point B using just angle
b) look elft, look right
dammit man, im telling you the 4th axis in a quaternion is the ANGLE of how much you rotate
a quaternion of (X)0,(Y)0,(Z)1,(W)90
would be 90 degrees with the z axis as rotation axis
quaternion of axis 0,0,1 is pure vertical axis
so it's just a vertex
Its tilt
like I said
and then -90 would be to the left, and 90 to the right
wait did i type that right?
"a quaternion of (X)0,(Y)0,(Z)1,(W)90
would be 90 degrees with the z axis as rotation axis"
is that right? i cant even remember lmao
wat.jpg
I think because you don't grasp the concept yourself
what LOL
I don't
but you wanna sound smart by using it
so
what's the 4th way you can look?
you say ?how much"
depends, you can hard code quats for local rotations, liike define what is left/right/up/down
but that's just the value of one of the 3 axes
the 0 thing is the rotation amount, the E thing is what it rotates around
gotta love a good infographic
so basically by attaching an actor to an actor
I have a quat
no wat
Unit quaternions, also known as versors, provide a convenient mathematical notation for representing orientations and rotations of objects in three dimensions. Compared to Euler angles they are simpler to compose and avoid the problem of gimbal l...
this is the magic i talked about
i dont understand it
we should call them versors then π
i just grab the glm library that implements a Quat struct, and has a Quat To Matrix function
when i do graphics
It's not necessary
Honest truth, I don't know how quaternions work. I just know (for having tried) they're needed in many situations, because rotators fundamentally lack information for some rotations. On top of being needed, they have very interesting properties - composing multiple rotations is just a multiplication, for example.
I can do what you're talking about on blueprints no problem
it's just local + world rotation
add more actors and add even more axes
also quat solves gimbal lock issues off the bat
It's not about world + local
no u cant lmao
you can do linear interpolations and etc. nice thing
yes I did
my moon
is on something called Moon Root
I have Moon Root rotated to the amount it's off from the Earth's axis
Here it is again : you don't know anything about it, but you're sure you don't need it
and then I have a dymanic rotator for the moon on top of that
and I can change moon root dynamically over the 18-year precession cycle
so yes, I did
thats not quatin fam
I have 4 axes on blueprint only
ok, please do this then:
local rotation (90, 180, 270)
world space rotation (180, 0, 90)
what will be final world space rotation?
use a calculator
I don't know how
your about to run in to gimbal lock issue for one
which is
gimbal lock is a bitch
?
Gimbal lock, if you don't know, is a thing that nearly doomed Apollo missions
@last loom look up
gimbal lock is the reason for quat's
like 90 degrees
now your rotator is fucked
you lost one axis of movement, and you aint getting unlocked
Too bad NASA didn't have @last loom 's help on solving gimbal lock π¦
oh I see
quats are axis plus angle, arbitrary axis plus angle
understood by reading one paragraph
basically what I've been doing
Learn exactly what gimbal lock looks like in under 30 seconds. If you're here, it's probably because you have a quaternion to deal with, or someone is trying...
The typical problem with space games is when you go up, up, up and then slightly behind up. You should be able to do it all the way around, 360Β°, back to how you were
I work for NASA remember
you can do like this Q1 + Q20.5 + Q30.25 and get combination of multiple rotations smoothly over the surface of the sphere, doing the same with matrices is not as obvious
@cloud cobalt I can go all the way around on my character
my flying character doesn't even use a separate root actor
and no gimbal lock
Great !
the moon does
but that's different
so yeah as far as Descent style controls go
you don't need all that jazz
Then you don't need all that complicated stuff, good for you
right
that was the start of the conversation
so now we're back to the beginning
sinking, spinning
the question: "Would it be a gross misuse of character to just implement what should normally be pawn types as characters just to get at the replication features π€"
that was way before
"character has flying movement mode
you could use it for things like a spaceship
but
and very but
you probably are going to have characters anyway"
i mentioned quat's
It would or wouldn't depending on what you're doing
that was the point of the conversation
I was just saying about quat work for spaceships is fucking insanely good
that's what we were driving at
it was a long time ago doesn't make you right lol
get otuta hea
you won't be able to replicate a 6DoF object using a character anyway
and you will have to use quats to get something working properly
everything rotation like is basically quats under the hood as far as im aware
doing it with euler angles is madness
@wary wave what's that mean if you don't mind me asking? #noob
the 6dof
the replicate
why can' you?
I have on mine
six degrees of freedom, specifically
right
and characters don't have six degrees of freedom
look up, look right, tilt right
I got that on a character
it goes all the way around each axis
I fly all over never get locked up
just using the code from the spaceship example with the cows
can u most gif of movement
and a few extra
post*
I have it on youtube somewhere
it's on my external hd right now cause I'm not working on it hold on
I'mma look it up
relaly curious
really*
yeah because true DOF6 and faking DOF6 is totally different
A little side project I've been working on when I get too frustrated by bugs in the MMO ;) PS MMO is going great, bug free for now and I just finished copyin...
if you use AddRelativeRotations and etc, they use quats under the hood anyway
aha!!!
that's what I was asking earlier
so yeah I am using quats lmao
but it's only on the character right
so the questio nwas....
why not use a character if you don't need the other stuff
if only to use the prediction and 6dof?
characters don't support 6 dof though
is there much cost?
does that video not say it does?
and Bored just says it's using quats
show*
....
they are constrained to Z = up
which is very different from saying you can't do it
I can move up
when lying sideways
as that wizad
I'm explaining to you WHY you can't do it
Here's the point I had to move from rotators to quaternions myself : https://www.youtube.com/watch?v=gXTi5FxEFKg
A quick preview of the flight controls for project Flare. Controls are now more realistic while still very precise, allowing for real 3D movement. Flare is a...
That was years ago rofl
but you're...... telling me I CAN
Looks like shit π
and then saying I cant
i dont think u understand what amber is saying
Like I'm not trying to argueh ere
Bored made a very good point
that I am in fact using quats under the hood
doesn't matter what you're doing
but the QUESTION from someone else was: why not using the character if only for the quats and etc
collision capsules are axis aligned
is there much cost?
why do we need a character-less multiplayer tutorial
that was the start of all this and I'm sticking to it
We need a character-less multiplayer because non-character games can't seriously use the character class
locked on X?
no, it can't rotate
They can't, no
it will only rotate around the Z axis
capsule is always aligned with Z
tick ur root capsual
to display in to game
then fly around
and watch
capsule*
I bump into shit all the time with my character's head
capsule component cannot rotate
like I said it's on another hard drive and I don't have the space to copy it over to disprove you lol
trust me here, I've been using this engine for over a decade
ur capsule wont be rotating = fuck ton of issues
ok maybe ytou're thinking of decades old rules?
oh ffs
He's got two companies, I'm trusting him
My character hits things with his head
lol
look, either listen to the advice given, or stop arguing
with the capsule component
true me fam, amber knows what there talking about
Its a fact that ur capsule wont rotate
So u have ur first issue there
the "Fact" is something amber just said
root components wont rotate with ur 6dof
I'm sure it's possible because I did it myself
I'm upset that you're wasting my time, which is why I'm at this point out of this conversation
Β―_(γ)_/Β―
Maybe I put it on a scene component
u cant move them its impossible
iv tried alot trust me lmao, when i first started 2 years ago
no offense but you joined the conversation midway, amber
I'm pissing myself of laughter myself here
Why not just set HiddenInGame to false on the capsule component of the char and watch ingame?
so if yo udon't want to you don't have to take part
fine I'm gonna loadu p my flying game and check it out
\
@wary wave Weren't you around before UDK ?
just released my game today
and proof
@cloud cobalt - yeah
Congrats on shipping it @plush yew
now get ur ass ready for shitstorm of people screaming lmao
ive been using c++
nice nice!
oh dude
make sure u build
a Self logging system in to everything
to make debugging easier
from other players
I got curious about the capsule rotation thing. If you add to the roll of the actor, will the capsule not rotate?
pretty sure its locked in alignment
^
also guys, what am i forgetting for basic item structure
i feel like iv forgotten something lmao
sorting my data assets out
you can add relative rotation offsets to child components, but the capsule can only ever rotate around Z (yaw)
unfortunately the way Epic have set up their base classes, only characters have proper movement networking, and characters must use capsule components for collision
(character movement in fact requires it to be a capsule component unless you modify that)
absolute ballache for basic stuff like prone
the capsule is straight out of PhysX I think, one of the primittives
Isn't this rotating the capsule? https://gyazo.com/5ef12384ad760121f9ed9f0d1c658a9c
@vale osprey - it's a physx capsule, yeah
that looks like a rotating capsule, but I'm not sure what's actually happening there
@wary wave I'm still recompiling shaders on my flying project but what about rotating the controller?
I'm just adding to the character's roll
controllers aren't characters and aren't really replicated properly
true
but what about actor rotation
that must be what I'm doing too
1,000 shaders left..... π
cant comment got no idea wtf is going on there but thats not right
hahahahah
"thats not right"
"there's no way I'm seeing the earth as a sphere right now, there's just no way. It must be a mirror"
@plush yew well, try to check if your character fits somewhere for example
nope.gif
I told you I tested it with bumping my headi nt owalls dude
be in denial all you want
jesus man just hang on
hahaha
I'll give it a go
we are not even sure whats happening
ugh im ngl
u have the worst fucking attitude in here
I try not to use words lijke "can't"
no wonder amber and vblanco stopped replying
unless I know it
hahahahah
the worst attitude because I'm getting talked down to by people who are wrong
"you slaves sure do have a foul attitude" is what that rings like buddy
u have no idea wtf ur talking about half the time
and wehen I don't, I ADMIT IT
unlike folks who don't
this is typical 100%
why I left a while ago
but I'm chill
no worries here
please leave again thx
β€ all around now that we got to the bottom of this
still not at the bottom of it LOL
theres reason's for alignment restrictions
and the way things work
okay, so testing it, the visual of the capsule does rotate if you apply roll
is it possible that I'm using a pawn and not a character??
however, the collision is not rotating with it
π
@wary wave Mine seems to rotate
Ill post gifs in a moment
I'm using a pawn on my flying game you guys
I have it on my screen right now
so I'm right out π
I wouldn't say "just leave", but @last loom you really sound like the kind of person who tells astronauts they've never been on the Moon, and that they should be open to the fact that they haven't.
Capsule not rotated: https://gyazo.com/412f39cff8a4e77a32d094255c4e050c
this is what i mean by u have no idea wtf ur talking about, before we even had chance to check wtf is going on ur just like
"U DUNT KNOW WHAT UR TALKIN ABOUT"
so you can get out with that kind of heresay
but I amiud it!!!
admit*
you refuse to admit it
and that's the difference
@last loom ambershee has been around for a literal decade and shipped multiple Unreal games
I refuse to admit it because I'm not wrong?
no u assumed u where right
maybe it's all your attitude and not mine
"not sure whats going on"
You keep saying to others that they are wrong, when they have 10x your experience
does not translate to your right get a boner
you guys said "can't"
so I said "ok I'll go find out"
boom
that's what happened
you keep saying "your"
honestly, ur a fucking potato lmao, learn to sit down and listen before u jump up thinking your right
oh god
hahahaha
im sorry i didnt get a education like everyone else
not everyone has the money or family to go to school u fuck
lol wow
Let's all calm down
so get on your high horse and fuck off
Collision rotated: https://gyazo.com/cc0fb87c39c93aea69497ff7c99c6524
Hard to move the character cos of the rotation though so might not be super accurate
yeah it does not cost anything to get a correct English education, better tell that to everyone who spells anything wrong
Is it not a pawn, @plush yew ?
@plush yew - the visible part is rotating
but look at the character itself, it is not going anywhere
@wary wave the collision is working
the actual collision is static
If you jump it should fall all the way to the ground
no, it clearly isn't, otherwise it would fall to the floor when it orientates sideways
Listen to what ambers's saying your blind af
In my gif, I jump and the capsule is further down
Im looking at it and u can see on rotation capsule collision does not update
nothing happens until the jump
^
exactly why, I don't know, but it isn't working as intended