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rileyb3d
@rileyb3d
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Solo dev working on my first title. I also make blender/unreal tutorials: https://t.co/hBVwht1ykF
Joined January 2010
A line trace by channel gets the interactable item and starts things off. I'm using a blueprint interface so I can specify the interact logic within the interactable. In this case the logic is doing things like setting world location for the item. It disables player input temporarily and takes input on the item to rotate it around. For the inventory I first tried a struct with a data table, but I settled on data assets instead, just because they make more sense to my brain. IDK, there's a lot I've learned so far. I'm sure there are optimizations to be made, but happy to have things working to this point.
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@PrimePooch Agreed. A search engine leads people to content, but ai bypasses. I'd love compensation, but I don't see why they would pay for something they're already getting away with. Just sneak in some ToS where I sign away the work. I could stop posting. I love teaching too much though.
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@GameDevMicah @gtsplayground I've absolutely loved developing my own game. It's just a 12+ month road to revenue, at a minimum (assuming it makes money). I'll happily continue doing that! It just sucks not having income. I'm a little sick of hounding clients to pay the money they promised.
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@JordanGarlandMI I definitely recommend trying it out if you find yourself frequently baking. It's also growing into a nice Substance painter alternative. The interface is different your first time, but I think you'll enjoy how fast and low maintenance the baking is.
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@JordanGarlandMI Have you baked in both marmoset and Blender? It’s just not even comparable. Blender is unusable compared to marmoset. I can do a pbr bake in blender, but the high to low has to be marmoset.
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@nodespaghett Because this is what I know and am comfortable with, but I'm open to anything. Not very many vertices involved here.
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