csciguy8

Results 87 comments of csciguy8

> 2. Provide the interop blueprint with the plugin, but don't put it in the Content directory. Instead, put it somewhere UE won't see it by default, like Extras. Users...

> I'd like to get feedback on whether it would be better to use a composition-based approach instead. While multiple inheritance doesn't seem to be explicitly disallowed in [UE's coding...

I saw this doing the following... - Start the level in PIE - Press '2' to go to next location - At the highest part of the animation, push any...

This is sounding right based on what I'm seeing. In the failing case, the blueprint's Speed Line Trace is always return False ![image](https://github.com/CesiumGS/cesium-unreal/assets/130494071/0846b868-379d-4d9a-a1a6-c26d4dc084e1) In working cases, you see it return...

Yup, it seems to be the block that checks differences in height... ![image](https://github.com/CesiumGS/cesium-unreal/assets/130494071/1b86a22f-fca4-42d9-83b4-d90b2849a78f)

So if I remove the entire "If speed will increase suddenly by too much" block, the look problem looks fixed. Based on the comments, it's there to handle bogus speed...

I like this idea a lot. It could even mimic time settings we'd see on our computer or phone. A "set automatically" checkbox for time zone, or even solar time....

I see some of the related code. Question though, what if the level doesn't have a DynamicPawn? Will it not get a SkyLight? One other approach might be to leave...

From the lessons learned from #1132, my first thoughts are: - In `IsReadyForFinishDestroy`, don't make any calls that create a new HTTP request or a new texture. In theory we...

From what I can tell, this code is unchanged (and still an issue) as of Unreal Engine 5.4.1.