Totally thrown off by your voice. It wasn't what I was expecting after chatting on Slack. I thought you would sound older. Not a bad thing, just wasn't expecting. Good videos!
Anyone know how to rotate the angle output by 90 degrees? I have a circular gauge which I want to use the gradient to drive, but it starts from the bottom, not the right side.
Could you produce a tutorial on how to make a grass/foliage material react to the player's position when the player overlaps its position in the world? I've done some digging on the topic and haven't had alot of success implementing and could use your assistance.
I do have that planned and hopefully can get to it soon. This is a decent write up that explains how it would work that I based most of my example from. jesshiderue4.wordpress.com/materials/material-parameter-collection-tracking-player-movement/ The biggest issue I am having now is getting a decent item I can use for the example and not being an artist, and this is like 90% artist ability, I can't get a decent enough look to the movement lol.
If it is possible please show real examples how we can use this stuff and how it works at the end of the tutorial as result just like in UE4's tutorials
I try and include an example if I can but for some Nodes, like this one, the uses are normally complex and depend on the artist who needs what this node to do what they want. A use for this would be to replace the need for a texture in a circular progress bar and use the output of this node instead to create it. In a future video I will be going back to the concept of the circular progress bar and using this node turn it into something better.
This is one of the functions which are impossible to explain. Especially if you look into the function and still can't figure out what it does, how it does and why it does something. Would be better to not include stuff like this in unreal when its so specific that nobody really knows what to do with it, unecessary bloat. If its so specific people come up with their own way to create a function like this. Im often questioning EPICs design choice with unreal, its so bloated for no apparent reason and the naming convention makes not a lot of sense for the most part.