Nebula @NebulaFN
I learn things to make things • SAC: Nebula_n • On a hiatus of sorts... linktr.ee/nebula_n Joined June 2018-
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So I put this at the top to loop it so it auto converts it, then it goes to the actual timer stuff. Next, I gotta figure out how to increment values to the time variables while the loop is running. Like, adding 15 seconds to the timer with a press of a button. This will be fun
So I put this at the top to loop it so it auto converts it, then it goes to the actual timer stuff. Next, I gotta figure out how to increment values to the time variables while the loop is running. Like, adding 15 seconds to the timer with a press of a button. This will be fun https://t.co/RwlqMOFGsf
I'm so glad this worked. Basically, a value above 59 in Seconds will convert to Minutes; it converts 60 seconds to 1 minute and leaves the remaining seconds. I think their is a better way of doing this for larger values in Seconds, but it works!
I was wondering why my loop was ending immediately. It turns out I forgot to sleep it. Also figured out how to gradually speed up the sleep timer every loop. Coding is fun
Verse is supposed to be a universal code that the ecosystem uses so that connecting your world to other worlds works all together. FNBR is being published in UEFN, and UE6 is gonna integrate the Fortnite Ecosystem, including Verse. I'm interested to see where this goes by 2030
Verse is supposed to be a universal code that the ecosystem uses so that connecting your world to other worlds works all together. FNBR is being published in UEFN, and UE6 is gonna integrate the Fortnite Ecosystem, including Verse. I'm interested to see where this goes by 2030
I'm looking at the UEFN Scene Graph, and it's something I should've been excited for sooner. I can't wait to try it out when it releases
I've been working on faux fluid sim material. Breakdown on my blog: emildziewanowski.com/flowfields/ #UnrealEngine5 #Substance3DDesigner #FluidSimulation #gamedev
I'm starting to get the hang of Verse. The real challenge is understanding the fundamentals of programming (again), and there's a lot ahead of me.
Unreal Engine 5.4 is here!🔔 It’s packed with new features and improvements, including the toolsets we’ve been using internally to make ‘Fortnite Chapter 5,’ ‘Rocket Racing,’ ‘Fortnite Festival,’ and ‘LEGO Fortnite’ the successes they are. Check it out: unrealengine.com/whats-new
It's interesting how history keeps repeating itself. Seeing an overall picture here, humanity keeps resorting to this irrational primitive like behavior that I find so comical. Centuries later, and it's the same script, just a different era. Social change is so sporadic, it seems
About 4+ years too late. Honestly, I could take it or leave it. Around chapter 2, I found it annoying that sweats would do emotes like laugh it up or take the L to tease you after eliminating you. Now Idrc. Tho, its funny people are saying this is a stupid feature. It's not.
About 4+ years too late. Honestly, I could take it or leave it. Around chapter 2, I found it annoying that sweats would do emotes like laugh it up or take the L to tease you after eliminating you. Now Idrc. Tho, its funny people are saying this is a stupid feature. It's not.
The story it had, the live events, the early days of Fortnite were magical. I see Epic's vision for the metaverse, but pushing the magic aside for a rushed platform that is still being developed has ruined it. Fortnite is always evolving, so this isn't surprising, but still.
The story it had, the live events, the early days of Fortnite were magical. I see Epic's vision for the metaverse, but pushing the magic aside for a rushed platform that is still being developed has ruined it. Fortnite is always evolving, so this isn't surprising, but still.
I'm so glad that I found this. Over the summer, I definitely want to do more motion design (mainly in UE5) and learn about broadcasting and DMX systems
I'm so glad that I found this. Over the summer, I definitely want to do more motion design (mainly in UE5) and learn about broadcasting and DMX systems
Raye Carrier @RayeCarrie46478
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7K Followers 2K Following Riley 🎮 Fortnite Creative Designer & Producer | 250M+ Plays 🚀 | Mastermind behind Deadpines: Zombie Survival 🧟 Degree In Game DesignA story in four pictures:
クラインの壺っていうパラメトリック方程式をniagaraで。パラメーターいじってみました。 #UEFN #UnrealEngine5
I don't know why people complain about Control Rig being complicated - look at this masterpiece - perfection! @sleightedsloth tells me I've captured the movement of the tractor perfectly. #UEFN #CreatedInFortnite
@NebulaFN I can't even explain how I got here or how it worked and I can't replicate it on any of my models 😭😂 thank you for this video though! I am going to have to figure it out tomorrow.
My Stylization in Unreal Engine talk is now also available on YouTube! Some folks mentioned some buffering issues so go check it out there. The graphs and a thorough write up are available in the Epic Dev Community too. youtube.com/watch?v=exMzwH…
an ArtStation post from last year gives us a little look at The Spire earlier in development.. 👀 Source: artstation.com/artwork/BXQGZ4
Here's a cool little lighting tip: Using the billboard texture as a cookie on a rect light to simulate precise real-time reflections/specular lighting: #madewithunity #HDRP #environmentart #3dlighting
playing with @jorenkandel's Nuclear Blasts in Unreal Engine 5.4. This one is actually 3 seperate VDBs. The blast, the rings and the ground blast wave.
How cool would it be if a player entered a rocket in a UEFN map and another level file loads which shows a polished cutscene of the rocket launching, then they go back to the first level so we dont have to load all the cutscene assets into memory. So much potential
So regarding 1.00 for PI It is literally building PI from ZERO, all code will be rewritten so expect bugs of course Spawn lobby will have significant differences I'm really excited for Main game loop won't be changing yet, 1.00 will deploy the new code to allow easier updates
Just got an after hours email from my new CEO and noticed he added this little disclaimer. You love to see it.
Naughty Dog example of using Maya as the main program to do the light placement, two viewports for piloting and seeing the overall scene, and then the preview window of the in-game result. Ace to see how other studios work ! 😀 youtube.com/watch?v=v9FEWU…
‼️FREE ASSETS‼️ #UEFN Warm-Up #21 is "Hexagon Shield Mesh + Material" Assets are in comments! I added a few variations of the material. Have a great day!
Feels weird... I'll be hitting this "publish" button in the Fortnite Creative portal today. It's been a while. Finished the thing I wanted to finish at 2am last night. Now I'm not publishing to discover, just unlisted. But still feels significant. Cuz we start game #2 on Monday
Created 4 different Vending Machine Materials using Substance Painter. #UEFN
マテリアルパラメータの正規化 入力した数字の小数点以下を切り捨てた値をテクスチャとして表示するマテリアル マテリアルをインスタンス化したりシーケンサーやVerseで扱う際に数値を直感的に理解しやすい値に正す計算処理って大切なことに気づいた。 正規化していない場合、…
Here’s a quick at window vaults! Mechanics by @JaireWho