Code/Art Wizard @ Everglow Interactive | I made @PartyPanicGame | Looking for 3D generalist to work with, DM me if you wanna work together (see pinned tweet!)

Joined July 2009
2,754 Photos and videos
Pinned Tweet
LOOKING FOR A COOL ART PERSON TO MAKE GAMES WITH. PARTNERSHIP, MAYBE WITH FUNDING WHILE WE MAKE THINGS. PLS MESSAGE ME IF YOU THINK YOU FIT! Info: docs.google.com/document/d/1… #gamedev #indiedev #unrealengine #gamejobs
21
16
125
Added a 3d item preview in your inventory, so you can see the item (and the customizations on it) before you place it. Will also use this as a details panel for item info!
1
1
6
641
(there's a hidden room way below the level that spawns the item, and a scenecapture camera that renders it to a texture)
1
1
393
It was either this or figuring out a way to dynamically colour the icon images directly (which is why I have put off actually drawing most of them so far). This seemed easier, and more fun!
1
387
Dylan Meville retweeted
Working on furniture! Things are now interactable, and sit-able!
1
5
354
Is there a way to show this Transform widget gizmo in the asset editor window (left)? Only seems to show up in the editor viewport (right). Would be nice to be able to edit it without having to drag the asset into the scene and then copy the transform over...
2
12
2,250
Apparently the answer is no, and just use a SceneComponent instead as a locator
1
699
I store a list of all the ItemData's in my game (equipment, fish, placeables etc) in a map of (Enum_Item, Struct_ItemData). Enums max out at 255. So I need to change to something else. What are my options? Is this a good usecase for Gameplay Tags?
2
750
Enum is nice because wherever I need I can just make an E_Items variable, and have a dropdown list for all the items in the game (like choosing an item to spawn from an item spawner etc). And I don't have to worry about typos! But I'm running out of space on the E_Items Enum!
1
603
Gameplay tags seem nice, but I've never used them. Being able to categorize items sounds nice too. Items.Fish.BananaShark, Items.Clothing.Hats.TopHat. Are there any gotchas I should know about for gameplay tags?

2
294
You can now cycle through nearby items! Previously you were only able to interact with the single item that was closest! Really happy with how the head (and eye) lookat works with this :)
2
15
546
Unreal Engine DrawDebugBox ScreenSpace. Turns out I was just overcomplicating things, scaling up the extents based on distance simply works. Rotate the box so it faces the camera, and tadaaa
In Unreal Engine, what's the easiest way to debug draw some simple lines in screen space? Want to make a debug mode that highlights specific actors and draws some screenspace boxes (and text) around them so I can easily locate them in-game when playing
2
1
13
2,606
DebugDrawCircle ScreenSpace also
1
4
245
Been working on a new area: The Dockyard! This is where you can buy/customize your boat! Need to make the froggy NPC who will run the shop here
1
9
430
In Unreal Engine, what's the easiest way to debug draw some simple lines in screen space? Want to make a debug mode that highlights specific actors and draws some screenspace boxes (and text) around them so I can easily locate them in-game when playing
4
4
3,876
Been working on new furniture pieces slowly for the last month! Elegant Leafy set and Mossy Mushrooms set! What does everyone think? Any that stand out as super cool (or super lame?)
4
491
Substance Painter Question: I have painted some height onto a log, I want to then bake (AO, curvature) from that painted height so I can darken cracks/highlight edges. How do? Maybe not _bake_ but get that data in a filter or something?
2
2
740
Elegant Leaf Bed
1
7
505
Okay so PSO's are now properly precompiling on my main menu which makes the stuttering much less on map load, but this precompile is NOT being saved between launches. I thought was supposed to? Every time I relaunch the main menu takes a few mins to precompile everything again..?
Replying to @DMeville
Repackaging for like the 3rd time it decided to work AFTER I start printing out the "Num Precompiling PSO Remaining" ugh #justgamedevthings
4
871
Struggling with PSOPrecaching today. Following the info here (tomlooman.com/unreal-engine-…) my understanding was you just enable r.PSOPrecaching=1 and on first load things would be cached, then subsequent loads would use that. But this is not happening? Is there something more to do?
1
4
824
If _something_ was happening I would assume something non-zero on the state PSOPrecache menu, but it's always zero, even if I load back to the main menu and then into game again, or relaunch game. How is this supposed to work?
1
310
Repackaging for like the 3rd time it decided to work AFTER I start printing out the "Num Precompiling PSO Remaining" ugh #justgamedevthings
1
1,120