Brody

joined 1 year ago
 

Wanted to share this.

As someone who's an experienced developer in Unity who wanted to learn good practices for how to program player mechanics in Unreal 5, I've found this course to be really really helpful.

Goes over making custom movement modes, ray tracing, creating Animation Blueprints from scratch, and how to dynamically place hands on nearby surfaces with IK. Also shows how to import animations in that aren't using the exact same skeleton hierarchy as Unreal's default mannequin.

 

Hey folks!

I'm fairly new to Unreal, let alone setting up an Unreal 5 project on version control for a team. We use Git for our version control, so obviously we gotta make sure we have certain things filled out in our .gitignore and .gitattributes (for Git LFS).

What do you normally have filled out in your ignore and attributes files for a typical Unreal 5 project?

Thanks!

[–] [email protected] 2 points 1 year ago (1 children)
[–] [email protected] 11 points 1 year ago (6 children)

Something I continually think about is how Doom 3 showed us a world where you can have a first-person game that seamlessly has you controlling a mouse cursor on in-world computer screens, and it saddens me that nobody picked up that baton.

Best feature in that whole game.

[–] [email protected] 3 points 1 year ago

I really cannot recommend Citizen Sleeper enough. I didn't jump in thinking I would get pulled in like I did. The writing is just so terrific!

 

Citizen Sleeper was one of my favorite games in the last year. Very excited to see a sequel is in the works!