Luna 🏳️⚧️
12 posts


@supercitron @yoodioapp Have you seen the dropdown menu?
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@measure_plan I swear something like this (combining exercise with computer vision) is going to go viral one day and make someone very rich. I know it's already been done a few times but I just suspect there's going to be something big soon.
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Luna 🏳️⚧️ retweetledi

Python Editor Scripting is now available in UEFN with 40.00 in experimental release 👀
You can enable it in Project Settings
Here's more about it
dev.epicgames.com/documentation/…
#UEFN
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Luna 🏳️⚧️ retweetledi

After a discussion with @giovauefn and @K1K000ZL I investigated the volume in metasounds and it doesn't change.
We can change the audio level in audio player devices and sound cues with modulate but it's blocked in MetaSounds. Really hoping we can get it changed.
#UEFN
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@TrickTyger wish they had a generic interface on those though
(kinda planning to make a tool that auto generates generic fns for all mesh assets in digest file)
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Want to change materials on Scenegraph entities? I got you!
Back to basics for today's Tyger Byte so a lot shorter as I've been asked this a couple of times so here is how to change the material and material parameters on mesh components.
#UEFN
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@TrickTyger @AT_ASHTAG i guess ill use player entity instead of FC entity and store mappings from it to dummy entites in a global which would actually store the relationships
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@TrickTyger @AT_ASHTAG yeah got burnt on that in my current project... i built an entity relationship system for LibSharkey but when creating relationships with player -> other entity (i.e. player_owned) they'd get reset on death....
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@AT_ASHTAG adding components directly to player's FortCharacter entity also works now
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@nico_tin_ @vukefn ig this is useful in case the dependency is a function result since i assume this would only re-evaluate/re-cache in case one of the arguments changes, not on every getter call
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