i was this years old to learn that unreal exposes a "show 3d widget" for location arrays
The information on how to build this properly using ISM/HISM is very thin.
TIL: Spline Mesh Components are not instanced?
#unreal
Am I missing a Limitation of Macro Libraries? I run a macro that iterates over Instance Count and adds Text Render with Instance Index for debugging. Works fine on a Macro inside the Packed Level Actor, but just doesnt add the components when called via the Library?
only 1 work day between me finding a feature and me reporting an issue to blender :D
https://projects.blender.org/blender/blender/issues/159424
really feels like this was made for that purpose and just nobody told me its there heh
remember to apply scale *coughs*
big TIL: In Blender you can seperate Geo Node Instances into invidual instanced objects by using "Visual Geometry to Objects".
Very helpful to export/import as packed Level Actor to Unreal.
(for Array modifier you need to tick off realize instances)
Credit to Alex for this Video: https://www.youtube.com/watch?v=fOx4E2gTH1U
PSA: UE 5.7 has Nodes for World Aligned POM, dithered and undithered. Holy cow, i tried doing this myself for quite a while but it never worked correctly :D
Spend the last 3 days trying to understand Neighborgrids in Niagara, what a pain.
@sinbad I tried Leantime a while ago, but they went down the AI and the "basic features are paid subscriptions and you cant hide the tab" road. OpenProject didnt feel very open to me as the community version missed many features. Taiga is nice and pretty minimalistic (think theryre working on a refactor called tenzu). But in the end I figured that using the Kanban and Bugtracking build into Forgejo which I use for VC anyway is sufficient for my needs.
spoiler: setting the right lightmap channel certainly helps heh
lightmap, why u no consistent with UV scale?