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World Effects #37
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If we want to do lakes / rivers, we may want to use Unreal's landscape tools, because then we could use the river / lake tools they already have in the engine (see this video for an example) |
"Tutorial: Creating Lightning Strike FX in Houdini & Unreal Engine" https://80.lv/articles/tutorial-creating-lightning-strike-fx-in-houdini-unreal-engine/ |
"Testing Heavy Rain & Snow in Unreal Engine 5" https://80.lv/articles/testing-heavy-rain-snow-in-unreal-engine-5/ |
* Updated exposure settings in config * Added UltraDynamicSky submodule for better lighting and weather system (related to #37) * Updated portal actor to not show all the time, but instead to have a trigger range which scales up the portal when entering, and then scales down and hides the portal when exiting * Added campfire actor which takes the static mesh and particle system that was separate in the level and puts them together. Implements the interactible and highlighting interfaces and allows the user to change the time of day * Created a blockout actor for a small hosue to make blocking out overworld villages easier * Updated lan and tam skeletons to be compatible with each other and rand skeleton * Updated game modes (large/medium/small and base c++) to support saving and loading the time of day using the game instance on begin play / end play so that level transitions can allow the levels to have the same time * Added emonds field map and started testing the modeling (mainly grid) tools plugin * Enabled the modeling tools, uv editing, and SK editing plugins in the project * Updated all the maps to use the UltraDynamicSky for the lighting to make it simpler and more consistent to set up lighting between the levels, and to have really nice nighttime lighting :) * Added portals between overworld and emonds field village * Updated game instance blueprint to override the save/load time of day interface to get the ultra dynamic sky actor for getting / setting time of day.
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